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{{Quality|Fine}}
 
 
{{av}}
 
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{{Modding}}
 
  
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]]  [[Interaction_examples|examples]] of those may be necessary.'')
+
The following tokens can be used to define and use interactions.
  
__TOC__
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==Interaction Definitions==
{{clear}}
 
 
 
==Definitions==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
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! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
| {{text anchor|INTERACTION}}
 
| Global
 
| ID
 
| Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.
 
 
|-
 
| {{text anchor|EXPERIMENT_ONLY}}
 
| Global
 
|
 
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.
 
  
 
|-
 
|-
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| Global
 
| Global
 
| type
 
| type
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
+
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.
+
* REGION - The interaction takes place in particular types of regions in the world.
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].
+
* SECRET - The interaction is a secret that can be learned by particular individuals.
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].
+
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].
+
* DEITY - The interaction is inflicted upon mortals by the gods.
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].
+
* ATTACK - The interaction is triggered by an attack during combat.
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].
+
* INGESTION - The interaction is triggered by eating or drinking something.
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].
+
* CREATURE_ACTION - The interaction is triggered by an explicit action.
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.
+
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while "performing horrible experiments" in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.
 
  
 
|-
 
|-
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| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).
+
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.
  
[IS_HIST_STRING_1: cursed]
+
[IS_HIST_STRING_1: cursed ]
  
 
|-
 
|-
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| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.
+
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.
  
 
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]
 
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]
  
 
|-
 
|-
| {{text anchor|IS_TRIGGER_STRING}}
+
| {{text anchor|IS_FREQUENCY}}
| Within I_SOURCE
 
| text
 
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.
 
 
 
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]
 
 
 
|-
 
| {{text anchor|IS_TRIGGER_STRING_SECOND}}
 
| Within I_SOURCE
 
| text
 
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.
 
 
 
[IS_TRIGGER_STRING_SECOND: have]
 
 
 
|-
 
| {{text anchor|IS_TRIGGER_STRING_THIRD}}
 
 
| Within I_SOURCE
 
| Within I_SOURCE
| text
+
| Number
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.
+
| Presumably, the probability of biome specified by [IS_REGION] to have this interaction.
 
 
[IS_TRIGGER_STRING_THIRD: has]
 
  
 
|-
 
|-
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| Within I_SOURCE
 
| Within I_SOURCE
 
| string
 
| string
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.
+
| Generally used with secrets, describes what the secret is about.
  
[IS_NAME:the secrets of life and death]
+
|-
 +
| {{text anchor|IS_REGION}}
 +
| Within I_SOURCE:REGION
 +
| Region type
 +
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:
 +
* ANY
 +
* ANY_TERRAIN
 +
* NORMAL_ALLOWED
 +
* EVIL_ALLOWED
 +
* GOOD_ALLOWED
 +
* SAVAGE_ALLOWED
 +
* EVIL_ONLY
 +
* GOOD_ONLY
 +
* SAVAGE_ONLY
 +
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS
  
 
|-
 
|-
 
| {{text anchor|IS_SPHERE}}
 
| {{text anchor|IS_SPHERE}}
 
| Within I_SOURCE:SECRET
 
| Within I_SOURCE:SECRET
| [[Sphere#Available_spheres|sphere]]
+
| [[Sphere]]
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.
+
| Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres
  
 
|-
 
|-
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| Secret Goal token
 
| Secret Goal token
 
| Indicates why somebody would want to learn the secret. Valid values:
 
| Indicates why somebody would want to learn the secret. Valid values:
* '''STAY_ALIVE'''
+
* STAY_ALIVE
* '''MAINTAIN_ENTITY_STATUS'''
+
* MAINTAIN_ENTITY_STATUS
* '''START_A_FAMILY'''
+
* START_A_FAMILY
* '''RULE_THE_WORLD'''
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* RULE_THE_WORLD
* '''CREATE_A_GREAT_WORK_OF_ART'''
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* CREATE_A_GREAT_WORK_OF_ART
* '''CRAFT_A_MASTERWORK'''
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* CRAFT_A_MASTERWORK
* '''BRING_PEACE_TO_THE_WORLD'''
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* BRING_PEACE_TO_THE_WORLD
* '''BECOME_A_LEGENDARY_WARRIOR'''
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* BECOME_A_LEGENDARY_WARRIOR
* '''MASTER_A_SKILL'''
+
* MASTER_A_SKILL
* '''FALL_IN_LOVE'''
+
* FALL_IN_LOVE
* '''SEE_THE_GREAT_NATURAL_SITES'''
+
* SEE_THE_GREAT_NATURAL_SITES
* '''IMMORTALITY'''
+
* IMMORTALITY
* '''MAKE_A_GREAT_DISCOVERY'''
+
However, currently only immortality will result in a secret being pursued during world-gen.
* '''ATTAIN_RANK_IN_SOCIETY'''
 
* '''BATHE_WORLD_IN_CHAOS'''
 
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.
 
  
 
|-
 
|-
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| Secret Flag
 
| Secret Flag
 
| Indicates how the secret can be learned. Valid values:
 
| Indicates how the secret can be learned. Valid values:
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.
+
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].
+
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices
+
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices
* '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.
+
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.
 
 
 
|-
 
|-
 
| {{text anchor|IS_USAGE_HINT}}
 
| {{text anchor|IS_USAGE_HINT}}
 
| Within I_SOURCE:DEITY
 
| Within I_SOURCE:DEITY
 
| Usage Hint token
 
| Usage Hint token
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.
+
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense.
 
 
|-
 
| {{text anchor|IS_REGION}}
 
| Within I_SOURCE:REGION
 
| Region type
 
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:
 
 
 
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment
 
 
 
[[Biome|Terrain]]:
 
 
 
* '''DESERT'''
 
* '''FOREST'''
 
* '''GLACIER'''
 
* '''GRASSLAND'''
 
* '''HILLS'''
 
* '''LAKE'''
 
* '''MOUNTAINS'''
 
* '''OCEAN'''
 
* '''SWAMP'''
 
* '''TUNDRA'''
 
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications
 
 
 
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:
 
 
 
* '''NORMAL_ALLOWED'''
 
* '''EVIL_ALLOWED'''
 
* '''GOOD_ALLOWED'''
 
* '''SAVAGE_ALLOWED'''
 
* '''EVIL_ONLY'''
 
* '''GOOD_ONLY'''
 
* '''SAVAGE_ONLY'''
 
 
 
|-
 
| {{text anchor|IS_FREQUENCY}}
 
| Within I_SOURCE
 
| Probability
 
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.
 
 
 
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.
 
  
 
|-
 
|-
 
| {{text anchor|I_TARGET}}
 
| {{text anchor|I_TARGET}}
 
| Global
 
| Global
| ID, type
+
| id, type
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:
+
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.
+
* CORPSE - Also includes pieces of corpses
* '''CREATURE''' - The target is a [[Creature|unit]].
+
* CREATURE
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.
+
* MATERIAL
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.
+
* LOCATION
  
 
|-
 
|-
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| Within I_TARGET
 
| Within I_TARGET
 
| Location
 
| Location
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:
+
| Narrows down exactly what the interaction targets. Valid values:
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.
+
* CONTEXT_REGION - Can only be used by IS_REGION interactions.
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].
+
* CONTEXT_CREATURE
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.
+
* CONTEXT_CREATURE_OR_LOCATION - Lets projectiles be aimed at specific creatures.
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.
+
* CONTEXT_ITEM - Used when the target is a CORPSE.
* '''CONTEXT_ITEM''' - Used with CORPSE.
+
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.
+
* CONTEXT_LOCATION
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].
+
* CONTEXT_MATERIAL
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.
 
 
 
 
|-
 
|-
 
| {{text anchor|IT_MANUAL_INPUT}}
 
| {{text anchor|IT_MANUAL_INPUT}}
 
| Within I_TARGET
 
| Within I_TARGET
 
| text
 
| text
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.
+
| Tells the player what they should be selecting. If not specified, the player will only be able to target himself.
  
 
|-
 
|-
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| Creature token or property
 
| Creature token or property
 
| Indicates that the target must have the specified property. Valid values:
 
| Indicates that the target must have the specified property. Valid values:
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)
+
* FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.)
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.
+
* FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached.
* '''HAS_BLOOD'''
+
* HAS_BLOOD
* '''MORTAL'''
+
* MORTAL
* '''NO_AGING'''
+
* NO_AGING
* '''STERILE'''
+
* STERILE
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''
+
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES
  
 
|-
 
|-
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| {{text anchor|IT_MATERIAL}}
 
| {{text anchor|IT_MATERIAL}}
 
| Within I_TARGET:MATERIAL
 
| Within I_TARGET:MATERIAL
| type
+
| Type
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:
+
| Specifies the type of material the interaction targets. Valid values:
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.
+
* FLOW:Breath attack token - Specifies an attack not made of any material.
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.
+
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].
+
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).
  
 
|-
 
|-
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| Global
 
| Global
 
| type
 
| type
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:
+
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:
 
+
* ANIMATE - Raises the target corpse/bodypart as a zombie. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If present on a regional interaction, the region will have undead wildlife.  
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.
+
* ADD_SYNDROME - Adds one or more syndromes.  The actual syndrome is specified with the [SYNDROME] tag.
 
+
* RESURRECT - Returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.
+
* CLEAN - Cleans off most liquids/dust covering the creature.
 
+
* CONTACT - Causes the creatures to touch.
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.
+
* MATERIAL_EMISSION - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.
 
+
* HIDE - Allows the creature to hide even if another creature can see it.
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}}  and {{token|IE_SYNDROME_TAG|in}}.
 
 
 
* '''CONTACT''' - Causes the creatures to touch.
 
 
 
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.
 
 
 
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.
 
 
 
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.
 
 
 
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.
 
 
 
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.
 
 
 
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.
 
 
 
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.
 
 
 
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.
 
 
 
|-
 
| {{text anchor|IE_ARENA_NAME}}
 
| Within I_EFFECT
 
| text
 
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].
 
  
 
|-
 
|-
Line 311: Line 218:
 
| Within I_EFFECT
 
| Within I_EFFECT
 
| ID
 
| ID
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.
+
| Specifies which I_TARGET this effect will be applied to
  
 
|-
 
|-
Line 317: Line 224:
 
| Within I_EFFECT
 
| Within I_EFFECT
 
| Frequency
 
| Frequency
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:
+
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:
* '''WEEKLY'''
+
* WEEKLY
 
+
* MONTHLY
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.
+
note:
 
+
DAILY and YEARLY also exist in the string dump but haven't been tested fully.
 
|-
 
|-
 
| {{text anchor|IE_IMMEDIATE}}
 
| {{text anchor|IE_IMMEDIATE}}
Line 332: Line 239:
 
| Within I_EFFECT
 
| Within I_EFFECT
 
| Location Hint
 
| Location Hint
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria.  
+
| Indicates where the effect can take place. Valid values:
Valid values:
+
* IN_WATER
* '''IN_WATER'''
+
* IN_MAGMA
* '''IN_MAGMA'''
+
* NO_WATER
* '''NO_WATER'''
+
* NO_MAGMA
* '''NO_MAGMA'''
 
* '''NO_THICK_FOG'''
 
* '''OUTSIDE'''
 
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.
 
 
 
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.
 
  
 
|-
 
|-
| {{text anchor|IE_ADD_WEATHER}}
+
| {{text anchor|IE_ARENA_NAME}}
| Within I_EFFECT:CHANGE_WEATHER
+
| Within I_EFFECT
| type
+
| text
| Indicates what type of weather is added. Valid values:
+
| Allows the interaction to be applied to newly spawned creatures in Arena mode.
* '''FOG_MIST'''
 
* '''FOG_NORMAL'''
 
* '''FOG_THICK'''
 
* '''FRONT_WARM'''
 
* '''FRONT_COLD'''
 
* '''FRONT_OCCLUDED'''
 
* '''STRATUS_ALTO'''
 
* '''STRATUS_PROPER'''
 
* '''STRATUS_NIMBUS'''
 
* '''CUMULUS_MED'''
 
* '''CUMULUS_MULTI'''
 
* '''CUMULUS_NIMBUS'''
 
* '''CIRRUS'''
 
 
 
|-
 
| {{text anchor|IE_REMOVE_WEATHER}}
 
| Within I_EFFECT:CHANGE_WEATHER
 
| type
 
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.
 
  
 
|-
 
|-
Line 378: Line 260:
 
| {{text anchor|IE_SYNDROME_TAG}}
 
| {{text anchor|IE_SYNDROME_TAG}}
 
| Within I_EFFECT:CLEAN
 
| Within I_EFFECT:CLEAN
| syndrome trigger flag
+
| Syndrome flag
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.
+
| Indicates that cleaning off materials will activate their syndromes if they have this flag.
 
 
|-
 
| {{text anchor|IE_PROPEL_FORCE}}
 
| Within I_EFFECT:PROPEL_UNIT
 
| amount
 
| Indicates the amount of force that the target will be propelled with.
 
 
 
|-
 
| {{text anchor|IE_ITEM}}
 
| Within I_EFFECT:CREATE_ITEM
 
| <probability>:<quantity>:[[item token]]:[[material token]]
 
| Defines what item will be created.
 
 
 
|-
 
| {{text anchor|IE_ITEM_QUALITY}}
 
| Within I_EFFECT:CREATE_ITEM
 
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]>
 
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):
 
* '''0''' = ordinary
 
* '''1''' = well-crafted
 
* '''2''' = finely crafted
 
* '''3''' = superior quality
 
* '''4''' = exceptional
 
* '''5''' = masterwork
 
* '''ARTIFACT'''
 
 
 
|-
 
| {{text anchor|IE_SET_QUALITY}}
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]
 
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).
 
 
 
|-
 
| {{text anchor|IE_CHANGE_QUALITY}}
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| amount
 
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).
 
 
 
|-
 
| {{text anchor|CREATURE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <creature token>:<caste token>
 
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.
 
 
 
|-
 
| {{text anchor|IE_CREATURE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
 
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
 
 
 
|-
 
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
 
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.
 
 
 
|-
 
| {{text anchor|IE_CREATURE_CASTE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
 
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
 
 
 
|-
 
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
 
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.
 
 
 
|-
 
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <minimum [[Gait#Speed|gait speed]]>
 
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
 
 
 
|-
 
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <maximum [[Gait#Speed|gait speed]]>
 
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
 
 
 
|-
 
| {{text anchor|IE_TIME_RANGE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]>
 
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.
 
 
 
|-
 
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
|
 
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.
 
  
 
|-
 
|-
Line 477: Line 268:
 
|  
 
|  
 
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.
 
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.
 
  
 
|}
 
|}
  
==Usage==
+
==Interaction Usage==
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.
+
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).
 
 
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.
 
  
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.
+
The following CDI tokens can be specified:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
Line 495: Line 283:
 
|-
 
|-
 
| {{text anchor|INTERACTION}}
 
| {{text anchor|INTERACTION}}
| ID
+
| id
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).
+
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.
 
 
|-
 
| {{text anchor|ADV_NAME}}
 
| text
 
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.
 
  
 
|-
 
|-
Line 507: Line 290:
 
| target ID, target types
 
| target ID, target types
 
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:
 
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target
+
* LINE_OF_SIGHT - the source needs to be able to see the target
* '''TOUCHABLE''' - the source needs to be able to touch the target
+
* TOUCHABLE - the source needs to be able to touch the target
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])
+
* DISTURBER_ONLY - the target must be whoever disturbed the source
* '''SELF_ALLOWED''' - the target can be the source
+
* SELF_ALLOWED - the target can be the source
* '''SELF_ONLY''' - the target '''must''' be the source
+
* SELF_ONLY - the target '''must''' be the source
  
 
|-
 
|-
 
| {{text anchor|TARGET_RANGE}}
 
| {{text anchor|TARGET_RANGE}}
 
| target ID, range
 
| target ID, range
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.
+
| Specifies how far away the target can be, in tiles. For SOLID_GLOB, LIQUID_GLOB and FIREBALL breath attacks also determines how far the projectiles will fly before falling to the ground.
 
 
|-
 
| {{text anchor|MAX_TARGET_NUMBER}}
 
| ID, number
 
| Specifies the maximum number of things that can be selected for a particular I_TARGET.
 
  
 
|-
 
|-
 
| {{text anchor|LOCATION_HINT}}
 
| {{text anchor|LOCATION_HINT}}
| Location Hint
+
| Location Hint (see above)
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.
+
| ?
  
 
|-
 
|-
 
| {{text anchor|USAGE_HINT}}
 
| {{text anchor|USAGE_HINT}}
 
| Usage hint token
 
| Usage hint token
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:
+
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available. Valid values:
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.
+
* MAJOR_CURSE - Used in disturbance curses and deity curses.  Targets the tomb disturber/temple defiler.
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.
+
* GREETING - Creatures will target 'friendly' creatures, usually at random.
* '''DEFEND''' - Used in combat. Creature will target itself.
+
* CLEAN_SELF - Creature targets itself when covered in liquids or dust.
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.
+
* CLEAN_FRIEND - Same, but targets other friendly units.
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.
+
* ATTACK - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.
+
* FLEEING - Used when fleeing an enemy.  Creature will target itself.
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.
+
* NEGATIVE_SOCIAL_RESPONSE - Used when a creature is expressing contempt (for example, to a murderer). Used for spitting by civilised races.
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.
+
* TORMENT
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.
 
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.
 
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.
 
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.
 
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.
 
  
 
|-
 
|-
| {{text anchor|WAIT_PERIOD}}
+
| {{text anchor|ADV_NAME}}
| number
+
| text
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.
+
| Specifies the interaction's name when used in Adventurer mode.
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].
 
  
 
|-
 
|-
| {{text anchor|FREE_ACTION}}
+
| {{text anchor|MAX_TARGET_NUMBER}}
|
+
| ID, number
| Indicates that performing the interaction doesn't take any time.
+
| Specifies the maximum number of things that can be selected for a particular I_TARGET.
  
 
|-
 
|-
| {{text anchor|BP_REQUIRED}}
+
| {{text anchor|WAIT_PERIOD}}
| Body part criteria
+
| number
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example),  or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].
+
| Controls how often the interaction can be used.
  
 
|-
 
|-
 
| {{text anchor|VERBAL}}
 
| {{text anchor|VERBAL}}
 
|  
 
|  
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.
+
| Only creatures that can speak will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.
  
 
|-
 
|-
Line 575: Line 347:
 
| {{text anchor|CAN_BE_MUTUAL}}
 
| {{text anchor|CAN_BE_MUTUAL}}
 
|  
 
|  
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.
+
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.
 +
 
 +
|-
 +
| {{text anchor|FREE_ACTION}}
 +
|
 +
| Indicates that performing the interaction doesn't take any time.
  
 
|-
 
|-
 
| {{text anchor|VERB}}
 
| {{text anchor|VERB}}
 
| self:other:mutual
 
| self:other:mutual
| When a creature uses the interaction, a combat report message will be displayed in the form:
+
| When a creature uses the interaction, a message will display, describing the source as doing this.
 
 
[interaction user(s)] [VERB text] [target creature (if applicable)]
 
 
 
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.
 
 
 
[CDI:VERB:lick:licks:lick each other]
 
 
 
[CDI:VERB:gesture:gestures:NA]
 
  
 
|-
 
|-
Line 599: Line 368:
 
| self:other
 
| self:other
 
| When a creature uses the interaction, a message will display, describing the target as doing this.
 
| When a creature uses the interaction, a message will display, describing the target as doing this.
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
+
 
 +
|-
 +
| {{text anchor|BP_REQUIRED}}
 +
| Body part criteria
 +
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.
  
 
|-
 
|-
 
| {{text anchor|FLOW}}
 
| {{text anchor|FLOW}}
 
| [[#Breath Attack Types|Breath attack token]]
 
| [[#Breath Attack Types|Breath attack token]]
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:
+
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''
 
* '''[[Interaction_token#FIREJET|FIREJET]]'''
 
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.
 
  
 
|-
 
|-
 
| {{text anchor|MATERIAL}}
 
| {{text anchor|MATERIAL}}
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]
+
| [[Material token]]:Breath attack token
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.
+
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.
  
 
|}
 
|}
Line 640: Line 410:
  
 
===Breath Attack Types===
 
===Breath Attack Types===
 
    '''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''
 
 
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.
 
 
Examples:
 
 
    [CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]
 
shoots a sharp [[gabbro]] rock
 
    [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]
 
releases a cloud of [[Cave wheat|dwarven wheat flour]]
 
    [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]
 
creates a pool of [[dwarf|dwarven]] tears
 
 
 
    '''[CDI:FLOW:<flow emission type>]'''
 
 
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).
 
 
Example:
 
 
    [CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]
 
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! Token
 
! Token
! Usage Type
 
 
! Description
 
! Description
 
|-
 
|-
| {{text anchor|TRAILING_DUST_FLOW}}
+
| TRAILING_DUST_FLOW
| MATERIAL
+
| Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].
 
 
|-
 
|-
| {{text anchor|TRAILING_VAPOR_FLOW}}
+
| TRAILING_VAPOR_FLOW
| MATERIAL
+
| Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal.
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].
 
 
|-
 
|-
| {{text anchor|TRAILING_GAS_FLOW}}
+
| TRAILING_GAS_FLOW
| MATERIAL
+
| Shoots a trail of gas substance at the creature which can be inhaled. Creature will attack as normal.
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].
 
 
|-
 
|-
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]
+
| TRAILING_ITEM_FLOW:[[item token]]
| MATERIAL
+
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel". Creature will attack as normal.
| Shoots a "cloud" of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".
 
 
|-
 
|-
| {{text anchor|UNDIRECTED_DUST}}
+
| SOLID_GLOB
| MATERIAL
+
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.
 
 
|-
 
|-
| {{text anchor|UNDIRECTED_VAPOR}}
+
| LIQUID_GLOB
| MATERIAL
+
| Shoots a liquid glob of substance at the creature. Contact syndromes will take effect if the glob hits the target's exposed skin.
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.
 
 
|-
 
|-
| {{text anchor|UNDIRECTED_GAS}}
+
| SPATTER_POWDER
| MATERIAL
+
| Creates a pile of powder at the specified location.
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.
 
 
|-
 
|-
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]
+
| SPATTER_LIQUID
| MATERIAL
+
| Creates a pool of liquid at the specified location.
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].
 
 
|-
 
|-
| {{text anchor|WEATHER_CREEPING_DUST}}
+
| UNDIRECTED_GAS
| MATERIAL
+
| Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
| Creates a cloud of creeping dust. Not usable by creatures.
 
|-
 
| {{text anchor|WEATHER_CREEPING_VAPOR}}
 
| MATERIAL
 
| Creates a cloud of creeping vapor. Not usable by creatures.
 
 
|-
 
|-
| {{text anchor|WEATHER_CREEPING_GAS}}
+
| UNDIRECTED_VAPOR
| MATERIAL
+
| Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
 
 
|-
 
|-
| {{text anchor|WEATHER_FALLING_MATERIAL}}
+
| UNDIRECTED_DUST
| MATERIAL
+
| Creature occasionally releases a cloud of solid dust, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.
 
 
|-
 
|-
| {{text anchor|SOLID_GLOB}}
+
| UNDIRECTED_ITEM_CLOUD:[[item token]]
| MATERIAL
+
| Creature occasionally releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as TRAILING_ITEM_FLOW. Creature will attack as normal.
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.
 
 
|-
 
|-
| {{text anchor|SHARP_ROCK}}
+
| WEB_SPRAY
| MATERIAL
+
| Emits a burst of [[web]]s that entangle target creatures.
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.
 
 
|-
 
|-
| {{text anchor|LIQUID_GLOB}}
+
| DRAGONFIRE
| MATERIAL
+
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material.
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target.  [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.
 
 
|-
 
|-
| {{text anchor|SPATTER_POWDER}}
+
| FIREJET
| MATERIAL
+
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material.
| Creates a [[contaminant|pile of powder]] at the specified location.
 
 
|-
 
|-
| {{text anchor|SPATTER_LIQUID}}
+
| FIREBALL
| MATERIAL
+
| Emits a fireball that burns the target creature. For this you want FLOW instead of a material.
| Creates a [[contaminant|pool of liquid]] at the specified location.
 
 
|-
 
|-
| {{text anchor|WEB_SPRAY}}
+
| WEATHER_CREEPING_GAS
| MATERIAL
+
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
| Emits a burst of [[web]]s that entangle target creatures.
 
 
|-
 
|-
| {{text anchor|DRAGONFIRE}}
+
| WEATHER_CREEPING_VAPOR
| FLOW
+
| Creates a cloud of creeping vapor. Not usable by creatures.
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.
 
 
|-
 
|-
| {{text anchor|FIREJET}}
+
| WEATHER_CREEPING_DUST
| FLOW
+
| Creates a cloud of creeping dust. Not usable by creatures.
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.
 
 
|-
 
|-
| {{text anchor|FIREBALL}}
+
| WEATHER_FALLING_MATERIAL
| FLOW
+
| Causes it to start raining a particular material.  If the material is solid at the outdoor temperatures, it will snow the material instead.  Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.
| Emits a fireball that burns the target creature.
 
 
|}
 
|}
  
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
+
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
  
 
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
 
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
  
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets.  Make sure to make your creatures immune to their own breath weapons!
+
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its own targets.  Make sure to make your creatures immune to their own breath weapons!
 
 
==Creature and Caste Flags==
 
 
 
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).
 
 
 
{{gamedata|title=Creature Flags|
 
ALL_CASTES_ALIVE
 
ARTIFICIAL_HIVEABLE
 
BIOME_DESERT_BADLAND
 
BIOME_DESERT_ROCK
 
BIOME_DESERT_SAND
 
BIOME_FOREST_TAIGA
 
BIOME_FOREST_TEMPERATE_BROADLEAF
 
BIOME_FOREST_TEMPERATE_CONIFER
 
BIOME_FOREST_TROPICAL_CONIFER
 
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
 
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
 
BIOME_GLACIER
 
BIOME_GRASSLAND_TEMPERATE
 
BIOME_GRASSLAND_TROPICAL
 
BIOME_LAKE_TEMPERATE_BRACKISHWATER
 
BIOME_LAKE_TEMPERATE_FRESHWATER
 
BIOME_LAKE_TEMPERATE_SALTWATER
 
BIOME_LAKE_TROPICAL_BRACKISHWATER
 
BIOME_LAKE_TROPICAL_FRESHWATER
 
BIOME_LAKE_TROPICAL_SALTWATER
 
BIOME_MARSH_TEMPERATE_FRESHWATER
 
BIOME_MARSH_TEMPERATE_SALTWATER
 
BIOME_MARSH_TROPICAL_FRESHWATER
 
BIOME_MARSH_TROPICAL_SALTWATER
 
BIOME_MOUNTAIN
 
BIOME_OCEAN_ARCTIC
 
BIOME_OCEAN_TEMPERATE
 
BIOME_OCEAN_TROPICAL
 
BIOME_POOL_TEMPERATE_BRACKISHWATER
 
BIOME_POOL_TEMPERATE_FRESHWATER
 
BIOME_POOL_TEMPERATE_SALTWATER
 
BIOME_POOL_TROPICAL_BRACKISHWATER
 
BIOME_POOL_TROPICAL_FRESHWATER
 
BIOME_POOL_TROPICAL_SALTWATER
 
BIOME_RIVER_TEMPERATE_BRACKISHWATER
 
BIOME_RIVER_TEMPERATE_FRESHWATER
 
BIOME_RIVER_TEMPERATE_SALTWATER
 
BIOME_RIVER_TROPICAL_BRACKISHWATER
 
BIOME_RIVER_TROPICAL_FRESHWATER
 
BIOME_RIVER_TROPICAL_SALTWATER
 
BIOME_SAVANNA_TEMPERATE
 
BIOME_SAVANNA_TROPICAL
 
BIOME_SHRUBLAND_TEMPERATE
 
BIOME_SHRUBLAND_TROPICAL
 
BIOME_SUBTERRANEAN_CHASM
 
BIOME_SUBTERRANEAN_LAVA
 
BIOME_SUBTERRANEAN_WATER
 
BIOME_SWAMP_MANGROVE
 
BIOME_SWAMP_TEMPERATE_FRESHWATER
 
BIOME_SWAMP_TEMPERATE_SALTWATER
 
BIOME_SWAMP_TROPICAL_FRESHWATER
 
BIOME_SWAMP_TROPICAL_SALTWATER
 
BIOME_TUNDRA
 
DOES_NOT_EXIST
 
EQUIPMENT
 
EQUIPMENT_WAGON
 
EVIL
 
FANCIFUL
 
GENERATED
 
GOOD
 
HAS_ANY_BENIGN
 
HAS_ANY_CANNOT_BREATHE_AIR
 
HAS_ANY_CANNOT_BREATHE_WATER
 
HAS_ANY_CAN_SWIM
 
HAS_ANY_CARNIVORE
 
HAS_ANY_COMMON_DOMESTIC
 
HAS_ANY_CURIOUS_BEAST
 
HAS_ANY_DEMON
 
HAS_ANY_FEATURE_BEAST
 
HAS_ANY_FLIER
 
HAS_ANY_FLY_RACE_GAIT
 
HAS_ANY_GRASP
 
HAS_ANY_GRAZER
 
HAS_ANY_HAS_BLOOD
 
HAS_ANY_IMMOBILE
 
HAS_ANY_INTELLIGENT_LEARNS
 
HAS_ANY_INTELLIGENT_SPEAKS
 
HAS_ANY_LARGE_PREDATOR
 
HAS_ANY_LOCAL_POPS_CONTROLLABLE
 
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
 
HAS_ANY_MEGABEAST
 
HAS_ANY_MISCHIEVIOUS
 
HAS_ANY_NATURAL_ANIMAL
 
HAS_ANY_NIGHT_CREATURE
 
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
 
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
 
HAS_ANY_NIGHT_CREATURE_HUNTER
 
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
 
HAS_ANY_NOT_FIREIMMUNE
 
HAS_ANY_NOT_FLIER
 
HAS_ANY_NOT_LIVING
 
HAS_ANY_OUTSIDER_CONTROLLABLE
 
HAS_ANY_POWER
 
HAS_ANY_RACE_GAIT
 
HAS_ANY_SEMIMEGABEAST
 
HAS_ANY_SLOW_LEARNER
 
HAS_ANY_SUPERNATURAL
 
HAS_ANY_TITAN
 
HAS_ANY_UNIQUE_DEMON
 
HAS_ANY_UTTERANCES
 
HAS_ANY_VERMIN_HATEABLE
 
HAS_ANY_VERMIN_MICRO
 
HAS_FEMALE
 
HAS_MALE
 
LARGE_ROAMING
 
LOOSE_CLUSTERS
 
MATES_TO_BREED
 
MUNDANE
 
OCCURS_AS_ENTITY_RACE
 
SAVAGE
 
SMALL_RACE - applies to any vermin creature
 
TWO_GENDERS
 
UBIQUITOUS
 
VERMIN_EATER
 
VERMIN_FISH
 
VERMIN_GROUNDER
 
VERMIN_ROTTER
 
VERMIN_SOIL
 
VERMIN_SOIL_COLONY
 
}}
 
 
 
{{gamedata|title=Caste Flags|
 
ADOPTS_OWNER
 
ALCOHOL_DEPENDENT
 
ALL_ACTIVE
 
AMBUSHPREDATOR
 
AQUATIC_UNDERSWIM
 
ARENA_RESTRICTED
 
AT_PEACE_WITH_WILDLIFE
 
BENIGN
 
BLOODSUCKER
 
BONECARN
 
CANNOT_BREATHE_AIR
 
CANNOT_CLIMB
 
CANNOT_JUMP
 
CANOPENDOORS
 
CAN_BREATHE_WATER
 
CAN_LEARN / INTELLIGENT_LEARNS
 
CAN_SPEAK / INTELLIGENT_SPEAKS
 
CAN_SWIM
 
CAN_SWIM_INNATE
 
CARNIVORE
 
CAVE_ADAPT
 
COLONY_EXTERNAL
 
COMMON_DOMESTIC
 
CONVERTED_SPOUSE
 
COOKABLE_LIVE
 
CRAZED
 
CREPUSCULAR
 
CURIOUS_BEAST
 
CURIOUS_BEAST_EATER
 
CURIOUS_BEAST_GUZZLER
 
CURIOUS_BEAST_ITEM
 
DEMON
 
DIE_WHEN_VERMIN_BITE
 
DIURNAL
 
DIVE_HUNTS_VERMIN
 
EQUIPS
 
EXTRAVISION
 
FEATURE_ATTACK_GROUP
 
FEATURE_BEAST
 
FIREIMMUNE
 
FIREIMMUNE_SUPER
 
FISHITEM
 
FLEEQUICK
 
FLIER
 
GELDABLE
 
GETS_INFECTIONS_FROM_ROT
 
GETS_WOUND_INFECTIONS
 
GNAWER
 
GRAZER
 
HASSHELL
 
HAS_BABYSTATE
 
HAS_BLOOD
 
HAS_CHILDSTATE
 
HAS_COLOR
 
HAS_FLY_RACE_GAIT
 
HAS_GLOW_COLOR
 
HAS_GLOW_TILE
 
HAS_GRASP
 
HAS_NERVES
 
HAS_PUS
 
HAS_RACE_GAIT
 
HAS_ROTTABLE
 
HAS_SECRETION
 
HAS_SOLDIER_TILE
 
HAS_SOUND_ALERT
 
HAS_SOUND_PEACEFUL_INTERMITTENT
 
HAS_TILE
 
HUNTS_VERMIN
 
IMMOBILE
 
IMMOBILE_LAND
 
IMMOLATE
 
ITEMCORPSE
 
LAIR_HUNTER
 
LARGE_PREDATOR
 
LAYS_EGGS
 
LAYS_UNUSUAL_EGGS
 
LIGAMENTS
 
LIGHT_GEN
 
LISP
 
LOCAL_POPS_CONTROLLABLE
 
LOCAL_POPS_PRODUCE_HEROES
 
LOCKPICKER
 
MAGICAL
 
MAGMA_VISION
 
MANNERISM_BREATH
 
MANNERISM_EYELIDS
 
MANNERISM_LAUGH
 
MANNERISM_POSTURE
 
MANNERISM_SIT
 
MANNERISM_SMILE
 
MANNERISM_STRETCH
 
MANNERISM_WALK
 
MATUTINAL
 
MEANDERER
 
MEGABEAST
 
MILKABLE
 
MISCHIEVIOUS
 
MOUNT
 
MOUNT_EXOTIC
 
MULTIPART_FULL_VISION
 
MULTIPLE_LITTER_RARE
 
NATURAL_ANIMAL
 
NIGHT_CREATURE
 
NIGHT_CREATURE_BOGEYMAN
 
NIGHT_CREATURE_EXPERIMENTER
 
NIGHT_CREATURE_HUNTER
 
NIGHT_CREATURE_NIGHTMARE
 
NOBONES
 
NOBREATHE
 
NOCTURNAL
 
NOEMOTION
 
NOEXERT
 
NOFEAR
 
NOMEAT
 
NONAUSEA
 
NOPAIN
 
NOSKIN
 
NOSKULL
 
NOSMELLYROT
 
NOSTUCKINS
 
NOSTUN
 
NOTHOUGHT
 
NOT_BUTCHERABLE
 
NOT_LIVING
 
NO_AUTUMN
 
NO_CONNECTIONS_FOR_MOVEMENT
 
NO_DIZZINESS
 
NO_DRINK
 
NO_EAT
 
NO_FEVERS
 
NO_PHYS_ATT_GAIN
 
NO_PHYS_ATT_RUST
 
NO_SLEEP
 
NO_SPRING
 
NO_SUMMER
 
NO_THOUGHT_CENTER_FOR_MOVEMENT
 
NO_UNIT_TYPE_COLOR
 
NO_VEGETATION_PERTURB
 
NO_WINTER
 
OPPOSED_TO_LIFE
 
OUTSIDER_CONTROLLABLE
 
PACK_ANIMAL
 
PARALYZEIMMUNE
 
PATTERNFLIER
 
PEARL
 
PET
 
PET_EXOTIC
 
POWER
 
REMAINS_ON_VERMIN_BITE_DEATH
 
REMAINS_UNDETERMINED
 
RETURNS_VERMIN_KILLS_TO_OWNER
 
SEMIMEGABEAST
 
SLOW_LEARNER
 
SPOUSE_CONVERSION_TARGET
 
SPOUSE_CONVERTER
 
SPREAD_EVIL_SPHERES_IF_RULER
 
STANCE_CLIMBER
 
STRANGE_MOODS
 
SUPERNATURAL
 
TENDONS
 
THICKWEB
 
TITAN
 
TRAINABLE_HUNTING
 
TRAINABLE_WAR
 
TRANCES
 
TRAPAVOID
 
UNIQUE_DEMON
 
UTTERANCES
 
VEGETATION
 
VERMIN_GOBBLER
 
VERMIN_HATEABLE
 
VERMIN_MICRO
 
VERMIN_NOFISH
 
VERMIN_NOROAM
 
VERMIN_NOTRAP
 
VESPERTINE
 
WAGON_PULLER
 
WEBBER
 
WEBIMMUNE
 
}}
 
  
 
==See Also==
 
==See Also==
 
* [[Syndrome]]
 
* [[Syndrome]]
* [[Interaction examples]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
[[ru:Interaction token]]
 

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