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Editing v0.34:Syndrome

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|-
 
|-
 
| Blob blisters
 
| Blob blisters
| cave blob fluid<br />(contact or ingested)
+
| 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 or ingested)
+
| 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, or ingested)
+
| [[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, inhaled, or ingested (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.
+
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_INGESTED
+
   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), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  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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