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Editing v0.31:Syndrome

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   SYN_AFFECTED_CLASS
 
   SYN_AFFECTED_CLASS
 
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.
 
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.
  SYN_IMMUNE_CLASS
 
As above, but makes class immune.
 
 
   SYN_IMMUNE_CREATURE
 
   SYN_IMMUNE_CREATURE
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
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As above, this token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON.
  SYN_AFFECTED_CREATURE
 
As above, but makes creature or caste susceptible.
 
 
 
 
   SYN_INJECTED, SYN_CONTACT, SYN_INHALED
 
   SYN_INJECTED, SYN_CONTACT, SYN_INHALED
 
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.
 
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.

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