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{{Quality|Masterwork}}
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{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}
 
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[[File:syndrome_statuses_anim.gif|right]][[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.
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[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]
 
+
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.  
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).
 
  
 
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
 
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
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| None
 
| None
 
|-
 
|-
| Inebriation
+
| Inebriation{{version|0.42.01}}
 
| [[Alcohol]] (consumed/injected)
 
| [[Alcohol]] (consumed/injected)
 
| Consuming alcoholic drinks
 
| Consuming alcoholic drinks
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==The anatomy of a syndrome==
 
==The anatomy of a syndrome==
 
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.
 
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.
{{Modding}}
+
 
 +
 
 
'''1) Transmission via Materials'''
 
'''1) Transmission via Materials'''
 +
 
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.
 
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.
  
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In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.
 
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.
  
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).
+
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.
  
 
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:
 
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:
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| <your text>
 
| <your text>
 
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.
 
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.
 
For example, this name is displayed when <nowiki>[</nowiki>[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:<...>]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|<emotion>|6:0}}{{dftext| due to <your_syn_name>.|0:1}}
 
  
 
|-
 
|-
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|-
 
|-
| {{text anchor|SYN_NO_HOSPITAL}}
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| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}
 
|  
 
|  
 
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.
 
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.
  
 
|-
 
|-
| {{text anchor|SYN_IDENTIFIER}}
+
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}
 
| <your text>
 
| <your text>
 
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.
 
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.
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Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.
 
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.
  
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.
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A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.
  
 
|-
 
|-
| {{text anchor|SYN_CONCENTRATION_ADDED}}
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| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}
 
| <amount>:<max>
 
| <amount>:<max>
 
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.
 
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level.
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|}
 
|}
  
==Creature Effect Tokens==
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==Creature effect tokens==
 
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:
 
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:
  
 
   [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
 
   [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
 +
  
 
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.
 
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.
  
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.
+
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.
 
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
! Token
 
! Arguments
 
! Description
 
 
 
|-
 
| {{text anchor|CE_X}}
 
|
 
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.
 
 
 
|-
 
| {{text anchor|SEV}}
 
| <amount>
 
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.
 
 
 
|-
 
| {{text anchor|PROB}}
 
| <amount>
 
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.
 
 
 
|-
 
| {{text anchor|BP}}
 
| <body part>:<tissue>
 
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!
 
 
 
<body part> can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.
 
 
 
|-
 
| {{text anchor|LOCALIZED}}
 
|
 
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.
 
 
 
|-
 
| {{text anchor|VASCULAR_ONLY}}
 
|
 
| (Optional) This effect only affects tissue layers with the VASCULAR token.
 
 
 
|-
 
| {{text anchor|MUSCULAR_ONLY}}
 
|
 
| (Optional) This effect only affects tissue layers with the MUSCULAR token.
 
 
 
|-
 
| {{text anchor|SIZE_DILUTES}}
 
|
 
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.
 
  
|-
+
*CE_X
| {{text anchor|SIZE_DELAYS}}
+
The effect type.  This can be a number of different tokens, as detailed in the table below this list.
|
+
*SEV:X
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.
+
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.
 +
*PROB:X
 +
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.
 +
*LOCALIZED (Overwrites BP tokens)
 +
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect.
 +
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)
 +
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!
 +
*VASCULAR_ONLY (Optional)
 +
This syndrome only affects tissue layers with the VASCULAR token.
 +
*MUSCULAR_ONLY (Optional)
 +
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?
 +
*SIZE_DILUTES (Optional)
 +
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.
 +
*SIZE_DELAYS (Optional)
 +
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.
 +
*DWF_STRETCH:X{{version|0.42.01}} (Optional)
 +
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.
 +
*ABRUPT{{version|0.42.01}} (Optional)
 +
Makes the symptom begin immediately rather than ramping up. {{verify}}
 +
*CAN_BE_HIDDEN (Optional)
 +
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}
 +
*RESISTABLE (Optional)
 +
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.
  
|-
 
| {{text anchor|CAN_BE_HIDDEN}}
 
|
 
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}
 
 
|-
 
| {{text anchor|RESISTABLE}} (sic)
 
|
 
| (Optional) Determines if the effect can be hindered by the target creature's [[Attribute#Disease_resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. (yes, it's spelled incorrectly)
 
 
|-
 
| {{text anchor|DWF_STRETCH}}
 
| <amount>
 
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.
 
 
|-
 
| {{text anchor|ABRUPT_START}}
 
|
 
| (Optional) Makes the effect begin immediately rather than ramping up.
 
 
|-
 
| {{text anchor|ABRUPT_END}}
 
|
 
| (Optional) Makes the effect end immediately rather than ramping down.
 
 
|-
 
| {{text anchor|ABRUPT}}
 
|
 
| (Optional) Combination of ABRUPT_START and ABRUPT_END.
 
 
|-
 
| {{text anchor|START}}
 
| <time>
 
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.
 
 
|-
 
| {{text anchor|PEAK}}
 
| <time>
 
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.
 
 
|-
 
| {{text anchor|END}}
 
| <time>
 
| (Optional) Determines the time after exposure, in ticks, when the effect ends.
 
|}
 
  
 
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.
 
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.
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The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.
 
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.
  
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.
+
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.
  
 
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!
 
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!
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| {{text anchor|CE_BRUISING}}
 
| {{text anchor|CE_BRUISING}}
 
| Yes
 
| Yes
| Causes the targeted body part to undergo bruising.
+
| Causes the targeted bodypart to undergo bruising.
 
|-
 
|-
 
| {{text anchor|CE_BLISTERS}}
 
| {{text anchor|CE_BLISTERS}}
 
| Yes
 
| Yes
| Covers the targeted body part with blisters.
+
| Covers the targeted bodypart with blisters.
 
|-
 
|-
 
| {{text anchor|CE_OOZING}}
 
| {{text anchor|CE_OOZING}}
 
| Yes
 
| Yes
| Causes pus to ooze from the afflicted body part.
+
| Causes pus to ooze from the afflicted bodypart.
 
|-
 
|-
 
| {{text anchor|CE_BLEEDING}}
 
| {{text anchor|CE_BLEEDING}}
 
| Yes
 
| Yes
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.
+
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.
 
|-
 
|-
 
| {{text anchor|CE_SWELLING}}
 
| {{text anchor|CE_SWELLING}}
 
| Yes
 
| Yes
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.
+
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
 
|-
 
|-
 
| {{text anchor|CE_NECROSIS}}
 
| {{text anchor|CE_NECROSIS}}
 
| Yes
 
| Yes
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.
+
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.
 
|-
 
|-
 
| {{text anchor|CE_NUMBNESS}}
 
| {{text anchor|CE_NUMBNESS}}
| Optional
+
| Yes
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.
+
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
 
|-
 
|-
 
| {{text anchor|CE_PAIN}}
 
| {{text anchor|CE_PAIN}}
| Optional
+
| Yes
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.
+
| Afflicts the targeted bodypart with intense pain.
 
|-
 
|-
 
| {{text anchor|CE_PARALYSIS}}
 
| {{text anchor|CE_PARALYSIS}}
| Optional
+
| Yes
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.
+
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.
 
|-
 
|-
 
| {{text anchor|CE_IMPAIR_FUNCTION}}
 
| {{text anchor|CE_IMPAIR_FUNCTION}}
 
| Yes
 
| Yes
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.
+
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.
 
|-
 
|-
 
| {{text anchor|CE_DIZZINESS}}
 
| {{text anchor|CE_DIZZINESS}}
Line 571: Line 500:
 
| {{text anchor|CE_UNCONSCIOUSNESS}}
 
| {{text anchor|CE_UNCONSCIOUSNESS}}
 
| No
 
| No
| Renders the creature unconscious.
+
| Renders unconscious.
 
|-
 
|-
 
| {{text anchor|CE_FEVER}}
 
| {{text anchor|CE_FEVER}}
Line 591: Line 520:
  
 
===Healing Effects===
 
===Healing Effects===
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:
+
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
|- bgcolor="Bisque"
Line 600: Line 529:
 
| {{text anchor|CE_REDUCE_PAIN}}
 
| {{text anchor|CE_REDUCE_PAIN}}
 
| Yes
 
| Yes
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.
+
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.
 
|-
 
|-
 
| {{text anchor|CE_REDUCE_SWELLING}}
 
| {{text anchor|CE_REDUCE_SWELLING}}
 
| Yes
 
| Yes
| Decreases the severity of swelling on the targeted body part.
+
| Decreases the severity of swelling on the targeted bodypart.
 
|-
 
|-
 
| {{text anchor|CE_REDUCE_PARALYSIS}}
 
| {{text anchor|CE_REDUCE_PARALYSIS}}
 
| Yes
 
| Yes
| Decreases the severity of any paralysis effects on the targeted body part.
+
| Decreases the severity of any paralysis effects on the targeted bodypart.
 
|-
 
|-
 
| {{text anchor|CE_REDUCE_DIZZINESS}}
 
| {{text anchor|CE_REDUCE_DIZZINESS}}
Line 624: Line 553:
 
| {{text anchor|CE_STOP_BLEEDING}}
 
| {{text anchor|CE_STOP_BLEEDING}}
 
| Yes
 
| Yes
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.
+
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.
 
|-
 
|-
 
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}
 
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}
 
| Yes
 
| Yes
| Closes any wounds on the targeted body part with speed depending on the SEV value.
+
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.
 
|-
 
|-
 
| {{text anchor|CE_CURE_INFECTION}}
 
| {{text anchor|CE_CURE_INFECTION}}
Line 636: Line 565:
 
| {{text anchor|CE_HEAL_TISSUES}}
 
| {{text anchor|CE_HEAL_TISSUES}}
 
| Yes
 
| Yes
| Heals the tissues of the targeted body part with speed depending on the SEV value.
+
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.
 
|-
 
|-
 
| {{text anchor|CE_HEAL_NERVES}}
 
| {{text anchor|CE_HEAL_NERVES}}
 
| Yes
 
| Yes
| Heals the nerves of the targeted body part with speed depending on the SEV value.
+
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.
 
|-
 
|-
 
| {{text anchor|CE_REGROW_PARTS}}
 
| {{text anchor|CE_REGROW_PARTS}}
 
| Yes
 
| Yes
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.
+
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.
 
|}
 
|}
  
 
===Special Effects===
 
===Special Effects===
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. Some effects allow a [[Syndrome#SEV|SEV:#]] token, and others do not. In general it seems an effect that can take a range of numeric values will allow a [[Syndrome#SEV|SEV:#]] token, and an effect that is more "on/off" in nature will not accept a [[Syndrome#SEV|SEV:#]] token{{verify}}.
+
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 654: Line 583:
 
! Token
 
! Token
 
! Accepts Target
 
! Accepts Target
! Accepts [[Syndrome#SEV|SEV:#]]
 
 
! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
|-
 
| {{text anchor|CE_ADD_TAG}}
 
| {{text anchor|CE_ADD_TAG}}
| No
 
 
| No
 
| No
 
| <tag 1>:<tag 2>:etc
 
| <tag 1>:<tag 2>:etc
Line 687: Line 614:
 
*[[Creature_token#CRAZED|CRAZED]]
 
*[[Creature_token#CRAZED|CRAZED]]
 
*[[Creature_token#EXTRAVISION|EXTRAVISION]]
 
*[[Creature_token#EXTRAVISION|EXTRAVISION]]
 +
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]
 
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])
 
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])
 
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]
 
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]
Line 711: Line 639:
 
*[[Creature_token#TRANCES|TRANCES]]
 
*[[Creature_token#TRANCES|TRANCES]]
 
*[[Creature_token#UTTERANCES|UTTERANCES]]
 
*[[Creature_token#UTTERANCES|UTTERANCES]]
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]
 
  
 
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.
 
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.
Line 717: Line 644:
 
|-
 
|-
 
| {{text anchor|CE_REMOVE_TAG}}
 
| {{text anchor|CE_REMOVE_TAG}}
| No
 
 
| No
 
| No
 
| <tag 1>:<tag 2>:etc
 
| <tag 1>:<tag 2>:etc
Line 743: Line 669:
 
|- a
 
|- a
 
| {{text anchor|CE_DISPLAY_NAME}}
 
| {{text anchor|CE_DISPLAY_NAME}}
| No
 
 
| No
 
| No
 
| NAME:singular:plural:adjective
 
| NAME:singular:plural:adjective
Line 751: Line 676:
 
| {{text anchor|CE_DISPLAY_TILE}}
 
| {{text anchor|CE_DISPLAY_TILE}}
 
| No
 
| No
| No{{verify}}
 
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 
| Causes the creature to display the specified tile instead of its normal one.
 
| Causes the creature to display the specified tile instead of its normal one.
Line 758: Line 682:
 
| {{text anchor|CE_FLASH_TILE}}
 
| {{text anchor|CE_FLASH_TILE}}
 
| No
 
| No
| No{{verify}}
 
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile>
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile>
 
| Causes the creature to flash between its normal tile and the one specified here.
 
| Causes the creature to flash between its normal tile and the one specified here.
Line 765: Line 688:
 
| {{text anchor|CE_PHYS_ATT_CHANGE}}
 
| {{text anchor|CE_PHYS_ATT_CHANGE}}
 
| No
 
| No
| Yes{{verify}}
 
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].
 
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].
Line 772: Line 694:
 
| {{text anchor|CE_MENT_ATT_CHANGE}}
 
| {{text anchor|CE_MENT_ATT_CHANGE}}
 
| No
 
| No
| Yes{{verify}}
 
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].
 
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].
Line 779: Line 700:
 
| {{text anchor|CE_SPEED_CHANGE}}
 
| {{text anchor|CE_SPEED_CHANGE}}
 
| No
 
| No
| Yes{{verify}}
 
 
| speed modifier:number
 
| speed modifier:number
 
| Changes the creature's speed.
 
| Changes the creature's speed.
Line 789: Line 709:
 
|-
 
|-
 
| {{text anchor|CE_SKILL_ROLL_ADJUST}}
 
| {{text anchor|CE_SKILL_ROLL_ADJUST}}
| No
 
 
| No
 
| No
 
| PERC:percentage:PERC_ON:percentage
 
| PERC:percentage:PERC_ON:percentage
| Alters the creature's specified{{verify}} skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.
+
| Alters the creature's specified skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result
 
[CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]
 
  
 
|-
 
|-
 
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}
 
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}
 
| No
 
| No
| Yes{{verify}}
 
 
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?)  
 
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?)  
 
| Alters the size of the creature.
 
| Alters the size of the creature.
Line 806: Line 722:
 
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}
 
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}
 
| Yes
 
| Yes
| Yes{{verify}}
 
 
| body part:APPEARANCE_MODIFIER:attribute:number
 
| body part:APPEARANCE_MODIFIER:attribute:number
 
| Alters the characteristics (height, width etc.) of a body part.
 
| Alters the characteristics (height, width etc.) of a body part.
Line 812: Line 727:
 
|-
 
|-
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
| No
 
 
| No
 
| No
 
|
 
|
 
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).
 
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).
  
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.
+
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.
 
 
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.
 
 
 
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.
 
 
 
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].
 
 
 
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it.
 
 
 
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.
 
 
 
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like "Urist's horn", "Urist's hoof", and "Urist's skin" (which becomes "cow leather" when [[Tanner|tanned]]) but will also contain some dwarf creature parts like "dwarf meat", "dwarf eye", and "dwarf brain".
 
  
  
Line 841: Line 743:
 
'''Random transformation:'''
 
'''Random transformation:'''
  
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br>
+
* '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br>
 
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
 
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
  
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br>
+
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br>
 
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.
 
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.
  
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br>
+
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br>
 
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
 
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
  
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br>
+
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br>
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.
+
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creature which possesses any of the indicated flags will never be transformed into.
  
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]><br>
+
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br>
 
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]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
 
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]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
  
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]><br>
+
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<br>
 
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]
 
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]
  
Line 862: Line 764:
 
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| No
 
| No
| Yes{{verify}}
 
 
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B>
 
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B>
 
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.
 
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.
Line 869: Line 770:
 
| {{text anchor|CE_CAN_DO_INTERACTION}}
 
| {{text anchor|CE_CAN_DO_INTERACTION}}
 
| No
 
| No
| No{{verify}}
 
 
|  
 
|  
 
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.
 
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.
 
|-
 
|-
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}
+
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}
 
| Yes
 
| Yes
| No{{verify}}
 
 
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts>
 
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts>
 
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example
 
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example
Line 882: Line 781:
 
| {{text anchor|CE_BODY_MAT_INTERACTION}}
 
| {{text anchor|CE_BODY_MAT_INTERACTION}}
 
| No
 
| No
| No{{verify}}
 
 
| MAT_TOKEN:<body material token>
 
| MAT_TOKEN:<body material token>
 
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
 
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
Line 898: Line 796:
 
| {{text anchor|CE_SENSE_CREATURE_CLASS}}
 
| {{text anchor|CE_SENSE_CREATURE_CLASS}}
 
| No
 
| No
| No{{verify}}
 
 
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:
 
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:
 
[[Tilesets|<tile value or character>]]:
 
[[Tilesets|<tile value or character>]]:
Line 905: Line 802:
  
 
|-
 
|-
| {{text anchor|CE_FEEL_EMOTION}}
+
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}
 
| No
 
| No
| Yes
 
 
| EMOTION:<[[emotion]]>
 
| EMOTION:<[[emotion]]>
 
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.
 
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.
  
 
|-
 
|-
| {{text anchor|CE_CHANGE_PERSONALITY}}
+
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}
| No
 
 
| No
 
| No
 
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount>
 
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount>
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative. For example, generated [[necromancer]] syndromes come with the following effect:<br>
+
| Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br>
 
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code>
 
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code>
 
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]
 
  
 
|-
 
|-
| {{text anchor|CE_ERRATIC_BEHAVIOR}}
+
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}
 
| No
 
| No
| No{{verify}}
 
 
|
 
|
 
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]
 
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]
Line 1,024: Line 916:
 
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.
 
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.
  
 +
|-
 +
| {{text anchor|PARTIED_OUT}}
 +
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.
 
|}
 
|}
  
Line 1,035: Line 930:
 
   [BOILING_POINT:10000]
 
   [BOILING_POINT:10000]
 
   [MAT_FIXED_TEMP:10001]
 
   [MAT_FIXED_TEMP:10001]
  [SPEC_HEAT:1]
+
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.
 
  
 
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.
 
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.
Line 1,104: Line 998:
 
==Multi-caste/multi-creature body transformations==
 
==Multi-caste/multi-creature body transformations==
 
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:
 
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:
{{code|code=
+
[SYNDROME]
[SYNDROME]
+
[SYN_NAME:draconic curse]
[SYN_NAME:draconic curse]
+
[SYN_CLASS:DRACONIC_CURSE]
[SYN_CLASS:DRACONIC_CURSE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:HYDRA:MALE]
[CE:CREATURE:HYDRA:MALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:DRAGON:MALE]
[CE:CREATURE:DRAGON:MALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:HYDRA:FEMALE]
[CE:CREATURE:HYDRA:FEMALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
+
  [CE:CREATURE:DRAGON:FEMALE]
[CE:CREATURE:DRAGON:FEMALE]
+
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.
}}
 
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]].  
 
 
 
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.
 
 
 
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:
 
{{code|code=
 
[SYNDROME]
 
[SYN_NAME:draconic sequence curse]
 
[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]
 
[CE:CREATURE:HYDRA:MALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]
 
[CE:CREATURE:DRAGON:MALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]
 
[CE:CREATURE:HYDRA:FEMALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]
 
[CE:CREATURE:DRAGON:FEMALE]
 
}}
 
  
==See also==
+
==See Also==
  
 
* [[Syndrome examples]]
 
* [[Syndrome examples]]

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