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===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. CE_FEEL_EMOTION is the only one of these that takes SEV.
+
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}}.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! 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
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|-
 
|-
 
| {{text anchor|CE_REMOVE_TAG}}
 
| {{text anchor|CE_REMOVE_TAG}}
 +
| No
 
| No
 
| No
 
| <tag 1>:<tag 2>:etc
 
| <tag 1>:<tag 2>:etc
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|- a
 
|- a
 
| {{text anchor|CE_DISPLAY_NAME}}
 
| {{text anchor|CE_DISPLAY_NAME}}
 +
| No
 
| No
 
| No
 
| NAME:singular:plural:adjective
 
| NAME:singular:plural:adjective
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| {{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.
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| {{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.
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| {{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]].
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| {{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]].
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| {{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.
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|-
 
|-
 
| {{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
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| {{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.
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| {{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. "body part" here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.
+
| Alters the characteristics (height, width etc.) of a body part.
  
 
|-
 
|-
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
 +
| No
 
| No
 
| No
 
|
 
|
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| {{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.
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| {{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.
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| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}
 
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}
 
| 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 866: Line 882:
 
| {{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.
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| {{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>]]:
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| {{text anchor|CE_FEEL_EMOTION}}
 
| {{text anchor|CE_FEEL_EMOTION}}
 
| 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.
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|-
 
|-
 
| {{text anchor|CE_CHANGE_PERSONALITY}}
 
| {{text anchor|CE_CHANGE_PERSONALITY}}
 +
| No
 
| No
 
| No
 
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount>
 
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount>
Line 904: Line 924:
 
| {{text anchor|CE_ERRATIC_BEHAVIOR}}
 
| {{text anchor|CE_ERRATIC_BEHAVIOR}}
 
| 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]

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