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Editing v0.34:Syndrome

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{{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}{{catbox}}
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{{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}
  
A '''syndrome''' is a disease or effect that a poor, hapless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
+
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
  
 
==List of syndromes==
 
==List of syndromes==
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| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]
 
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]
 
| Nausea<br>Fever<br>Pain<br>
 
| Nausea<br>Fever<br>Pain<br>
| Severe localized necrosis
+
| Severe localised necrosis
 
|  
 
|  
 
|-
 
|-
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|-
 
|-
 
| Giant desert scorpion sting
 
| Giant desert scorpion sting
| giant desert scorpion venom<br />(injected)
+
| giant desert scorpion<br />(injected)
 
| Being stung by a [[giant desert scorpion]]
 
| Being stung by a [[giant desert scorpion]]
 
|  
 
|  
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|-
 
|-
 
| [evil rain] sickness<sup>3</sup>
 
| [evil rain] sickness<sup>3</sup>
|rowspan=5| random
+
| random
 
| Being caught outside in freakish weather in an evil biome
 
| Being caught outside in freakish weather in an evil biome
|rowspan=5| random
+
| random
|rowspan=5| random
+
| random
|rowspan=5| random
+
| random
 
|-
 
|-
 
| [evil cloud] sickness<sup>4</sup>
 
| [evil cloud] sickness<sup>4</sup>
 +
| random
 
| Being caught in a creeping cloud in an evil biome
 
| Being caught in a creeping cloud in an evil biome
 +
| random
 +
| random
 +
| random
 
|-
 
|-
 
| beast sickness<sup>5</sup>
 
| beast sickness<sup>5</sup>
 +
| random
 
| Encounters with [[forgotten beast]]s
 
| Encounters with [[forgotten beast]]s
 +
| random
 +
| random
 +
| random
 
|-
 
|-
 
| titan sickness<sup>5</sup>
 
| titan sickness<sup>5</sup>
 +
| random
 
| Encounters with [[titan]]s
 
| Encounters with [[titan]]s
 +
| random
 +
| random
 +
| random
 
|-
 
|-
 
| demon sickness<sup>5</sup>
 
| demon sickness<sup>5</sup>
 +
| random
 
| Encounters with [[demon]]s
 
| Encounters with [[demon]]s
 +
| random
 +
| random
 +
| random
 
|}
 
|}
 
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
 
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
:<small>2. Necrosis of the brain will eventually result in death once the brain rots away completely.</small>
+
:<small>2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.</small>
 
:<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small>
 
:<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small>
 
:<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small>
 
:<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small>
:<small>5. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).</small>
+
:<small>5. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/creature made of blood.</small>
  
 
==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, 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.
  
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 (ie, 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.
  
 
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
 
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
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   ENTERS_BLOOD
 
   ENTERS_BLOOD
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons (venom).
+
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.
 
   SYNDROME
 
   SYNDROME
 
This tag ends the material details and begins the definition of the actual syndrome.
 
This tag ends the material details and begins the definition of the actual syndrome.
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   SYN_AFFECTED_CREATURE
 
   SYN_AFFECTED_CREATURE
 
As above, but makes creature or caste susceptible.
 
As above, but makes creature or caste susceptible.
  SYN_CLASS
 
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, SYN_INGESTED
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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) end it, the order of the intervening tokens isn't important. PEAK and END aren't required.
+
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.
  
 
*CE_X
 
*CE_X
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|-
 
|-
 
| CE_PARALYSIS
 
| CE_PARALYSIS
| No
+
| Yes
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures.
+
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation in smaller creatures.
 
|-
 
|-
 
| CE_SWELLING
 
| CE_SWELLING
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|}
 
|}
  
===Special Effects===
+
==Special Syndromes==
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 substance or custom interaction.
+
v0.34 has added several special syndrome tags that take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
|- bgcolor="Bisque"
 
! Token
 
! Token
! Accepts Target
 
 
! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
|-
 
| CE_ADD_TAG
 
| CE_ADD_TAG
| No
+
| tags:START:number(:END:number)
| tags
 
 
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.
 
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.
 
|-
 
|-
 
| CE_REMOVE_TAG
 
| CE_REMOVE_TAG
| No
+
| tags:START:number(:END:number)
| tags
 
 
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.
 
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.
 
|-
 
|-
 
| CE_DISPLAY_TILE
 
| CE_DISPLAY_TILE
| No
+
| TILE:tile number:colour:START:number(:END:number)
| TILE:[[DF2012:Tilesets|tile number]]:[[DF2012:Color#Modding color|colour]]
 
 
| The creature displays the specified tile and colour instead of its normal one.
 
| The creature displays the specified tile and colour instead of its normal one.
 
|-
 
|-
 
| CE_DISPLAY_NAME
 
| CE_DISPLAY_NAME
| No
+
| NAME:singular:plural:adjective:START:number(:END:number)
| NAME:singular:plural:adjective
 
 
| Attaches a specified name to the creature's normal name.
 
| Attaches a specified name to the creature's normal name.
 
|-
 
|-
 
| CE_FLASH_TILE
 
| CE_FLASH_TILE
| No
+
| TILE:tile number:colour:FREQUENCY:?:?:START:number(:END:number)
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile
 
 
| The creature flashes between its normal tile and the one specified here.
 
| The creature flashes between its normal tile and the one specified here.
 
|-
 
|-
 
| CE_PHYS_ATT_CHANGE
 
| CE_PHYS_ATT_CHANGE
| No
+
| [[Attribute]]:percentage:fixed boost(?):START:number(:END:number)
| [[Attribute]]:percentage:fixed boost(?)
 
 
| Alters the physical [[attribute]]s of a creature.
 
| Alters the physical [[attribute]]s of a creature.
 
|-
 
|-
 
| CE_MENT_ATT_CHANGE
 
| CE_MENT_ATT_CHANGE
| No
+
| [[Attribute]]:percentage:fixed boost(?):START:number(:END:number)
| [[Attribute]]:percentage:fixed boost(?)
 
 
| Alters the mental [[attribute]]s of a creature.
 
| Alters the mental [[attribute]]s of a creature.
 
|-
 
|-
 
| CE_BODY_APPEARANCE_MODIFIER
 
| CE_BODY_APPEARANCE_MODIFIER
| No
+
|  
| APPEARANCE_MODIFIER:HEIGHT:percentage(?)
+
|
| Alters the size of the creature. (LENGTH and BROADNESS don't appear to work){{verify}}
 
 
|-
 
|-
 
| CE_BP_APPEARANCE_MODIFIER
 
| CE_BP_APPEARANCE_MODIFIER
| Yes
+
| START:number(:END:number):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.
 
|-
 
|-
 
| CE_MATERIAL_FORCE_MULTIPLIER
 
| CE_MATERIAL_FORCE_MULTIPLIER
| No
+
|  
| MAT_MULT:[[material token|material]]:A:B
+
|  
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.
 
 
|-
 
|-
 
| CE_BODY_MAT_INTERACTION
 
| CE_BODY_MAT_INTERACTION
| No
 
 
|  
 
|  
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:
+
|  
* CE:INTERACTION:interaction_id
 
* CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)
 
 
|-
 
|-
 
| CE_SPEED_CHANGE
 
| CE_SPEED_CHANGE
| No
+
| SPEED_PERC:percentage:START:number(:END:number) (might be more arguments existing in the first part?)
| speed modifier:number
 
 
| Changes the speed of a creature.  
 
| Changes the speed of a creature.  
Speed modifier contains one or both:
 
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)
 
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)
 
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.
 
 
|-
 
|-
 
| CE_CAN_DO_INTERACTION
 
| CE_CAN_DO_INTERACTION
| No
+
| START:number(:END:number)
|
 
 
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:
 
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:
 
* CDI:INTERACTION:interaction name
 
* CDI:INTERACTION:interaction name
 
|-
 
|-
 
| CE_BODY_TRANSFORMATION
 
| CE_BODY_TRANSFORMATION
| No
+
| START:number(:END:number)
| PROB:percentage:START:time:END:time
+
| Transforms into another creature.  The target creature is specified with:
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:
+
* CE:CREATURE:creature name:caste name<br>
* CE:CREATURE:CREATURE_ID:CASTE_ID (ex. CE:CREATURE:DWARF:FEMALE)<br>
 
 
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.
 
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.
 
|-
 
|-
 
| CE_SKILL_ROLL_ADJUST
 
| CE_SKILL_ROLL_ADJUST
| No
+
| PERC:percentage:PERC_ON:percentage:START:number(:END:number)
| PERC:percentage:PERC_ON:percentage:
+
| Alters the skill level(?) of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied.
| Alters the skill level of a creature.  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.
 
|}
 
 
 
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.
 
* PERIODIC:period_type:min_value:max_value
 
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED
 
 
 
Currently, the only valid period type is MOON_PHASE. Valid counter values are below:
 
 
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
! Counter
 
! Description
 
|-
 
| ALCOHOLIC
 
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.
 
* 100800 (3 months) = and is starting to work slowly due to its scarcity
 
* 201600 (6 months) = and really wants a drink
 
* 302400 (9 months) = and has gone without a drink for far, far too long
 
* 403200 (1 year) = and can't even remember the last time he/she had some
 
|-
 
| MOUNTAIN
 
| How much the creature minds being outdoors. Low values are known to decrease the severity of certain unhappy [[thought]]s.
 
* 0 = likes working outdoors and grumbles only mildly at inclement weather.
 
* 1 = does not mind being outdoors, at least for a time.
 
* 2 = (no message)
 
|-
 
| TIME_SINCE_BREAK
 
| How long it's been (in [[time]] units) since the creature last went on [[break]]. Creatures generally go at least a year (100800 time units) between breaks unless the [[economy]] is active (which never happens).
 
|-
 
| COMBATHARDNESS
 
| How much the creature has witnessed death and suffered tragedy. Higher values are known to decrease the severity of certain unhappy [[thought]]s.
 
* 0-32 = (no message)
 
* 33-66 = is getting used to tragedy
 
* 67-99 = is a hardened individual
 
* 100 = doesn't really care about anything anymore
 
|-
 
| ON_BREAK
 
| How long (in [[time]] units) the creature has been on break. Once it reaches 15000 (about 12.5 days), the creature should get back to work.
 
|-
 
| CAVE_ADAPT
 
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.
 
* 403200 (1 year) = going outside causes irritation
 
* 604800 (1.5 years) = going outside causes nausea
 
|-
 
| PARTIED_OUT
 
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.
 
|-
 
| MILK_COUNTER
 
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.
 
|-
 
| EGG_SPENT
 
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.
 
|-
 
| GROUNDED_ANIMAL_ANGER
 
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.
 
|-
 
| TIME_SINCE_SUCKED_BLOOD
 
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.
 
|-
 
| DRINKING_BLOOD
 
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.
 
 
|}
 
|}
  
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==Breath attacks==
 
==Breath attacks==
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:
+
Breath attacks have been changed to use Interactions as of 0.34.01. Instead of [MATERIAL_BREATH_ATTACK], you would now use the MATERIAL_EMISSION interaction, like so:
  
 
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
 
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
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|-
 
|-
 
| TRAILING_VAPOR_FLOW
 
| TRAILING_VAPOR_FLOW
| Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal.
+
| Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal.
 
|-
 
|-
 
| TRAILING_GAS_FLOW
 
| TRAILING_GAS_FLOW
| Shoots a trail of gas substance at the creature which can be inhaled. Creature will attack as normal.
+
| Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal.
 
|-
 
|-
 
| SOLID_GLOB
 
| SOLID_GLOB
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.
+
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.
 
|-
 
|-
 
| LIQUID_GLOB
 
| LIQUID_GLOB
| Shoots a "liquid" glob of spinning substance at the creature, behaving mostly the same as SOLID_GLOB but using the material's ''liquid'' density when calculating impact force and damage.
+
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.
 
|-
 
|-
 
| SPATTER_POWDER
 
| SPATTER_POWDER
| Creates a pile of powder at the specified location.
+
|  
 
|-
 
|-
 
| SPATTER_LIQUID
 
| SPATTER_LIQUID
| Creates a pool of liquid at the specified location.
+
|  
 
|-
 
|-
 
| UNDIRECTED_GAS
 
| UNDIRECTED_GAS
| Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
+
| Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
 
|-
 
|-
 
| UNDIRECTED_VAPOR
 
| UNDIRECTED_VAPOR
| Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
+
| Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
 
|-
 
|-
 
| UNDIRECTED_DUST
 
| UNDIRECTED_DUST
| Creature occasionally releases a cloud of solid dust, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.
+
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to.
 
|-
 
|-
 
| WEB_SPRAY
 
| WEB_SPRAY
Line 579: Line 510:
 
|-
 
|-
 
| DRAGONFIRE
 
| DRAGONFIRE
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material.
+
| Emits a wide cone of [[fire]] that burns target creatures.  
 
|-
 
|-
 
| FIREJET
 
| FIREJET
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material.
+
| Emits a narrow cone of [[fire]] that burns target creatures.
 
|-
 
|-
 
| FIREBALL
 
| FIREBALL
| Emits a fireball that burns the target creature. For this you want FLOW instead of a material.
+
| Emits a fireball that burns the target creature.
 
|-
 
|-
 
| WEATHER_CREEPING_GAS
 
| WEATHER_CREEPING_GAS
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
+
| Creates a slowly expanding cloud of gas, similar to miasma.
 
|-
 
|-
 
| WEATHER_CREEPING_VAPOR
 
| WEATHER_CREEPING_VAPOR
| Creates a cloud of creeping vapor. Not usable by creatures.
+
| Creates a slowly expanding cloud of vapor.
 
|-
 
|-
 
| WEATHER_CREEPING_DUST
 
| WEATHER_CREEPING_DUST
| Creates a cloud of creeping dust. Not usable by creatures.
+
| Creates a slowly expanding cloud of dust.
 
|-
 
|-
 
| WEATHER_FALLING_MATERIAL
 
| WEATHER_FALLING_MATERIAL
| Causes it to start raining a particular material.  If the material is solid at the outdoor temperatures, it will snow the material instead.  Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.
+
| Causes it to start raining a particular material.
 
|}
 
|}
  
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
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Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  
 
 
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
 
 
 
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its own targets.  Make sure to make your creatures immune to their own breath weapons!
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
{{Category|Creature attributes}}
 
 
[[ru:DF2012:Syndrome]]
 
[[ru:DF2012:Syndrome]]

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