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Editing v0.34:Syndrome
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Latest revision | Your text | ||
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|- | |- | ||
| Blob blisters | | Blob blisters | ||
− | | cave blob fluid<br />(contact | + | | cave blob fluid<br />(contact) |
| Touching a [[cave blob]] | | Touching a [[cave blob]] | ||
| Mild pain<br/>Mild blisters | | Mild pain<br/>Mild blisters | ||
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|- | |- | ||
| Cave floater sickness | | Cave floater sickness | ||
− | | cave floater gas<br />(inhaled | + | | cave floater gas<br />(inhaled) |
| Expelled from [[cave floater]] | | Expelled from [[cave floater]] | ||
| Mild nausea | | Mild nausea | ||
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|- | |- | ||
| Gnomeblight | | Gnomeblight | ||
− | | [[gnomeblight]]<br />(contact, inhaled, injected | + | | [[gnomeblight]]<br />(contact, inhaled, or injected) |
| Unknown. Affects gnomes only | | Unknown. Affects gnomes only | ||
| None | | None | ||
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==The anatomy of a syndrome== | ==The anatomy of a syndrome== | ||
− | Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched | + | Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison. Here's an example syndrome, taken from the Giant Cave Spider raws. |
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting "'''supersnake''' n/a splatters~etc"), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file. | If you are having troubles getting the syndromes to work (i.e., in combat reports, getting "'''supersnake''' n/a splatters~etc"), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file. | ||
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This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]] | This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]] | ||
− | 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) | + | 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. |