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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|13:02, 6 April 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]] |
+ | A '''syndrome''' is a specific combination of [[symptom]]s that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]]. Syndromes 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 those syndromes that can be helped by treatment. | ||
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==List of syndromes== | ==List of syndromes== | ||
− | + | Syndromes are generally named after the animal, substance or effect that delivers them. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion. | |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#dddddd" | |- bgcolor="#dddddd" | ||
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| None | | None | ||
|- | |- | ||
− | | Inebriation | + | | Inebriation{{version|0.42.01}} |
| [[Alcohol]] (consumed/injected) | | [[Alcohol]] (consumed/injected) | ||
| Consuming alcoholic drinks | | Consuming alcoholic drinks | ||
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|- | |- | ||
| Mummy's curse | | Mummy's curse | ||
− | | [[Mummy|Disturbance interaction]]. | + | | [[DF2014:Mummy|Disturbance interaction]]. |
| Being cursed by a [[mummy]], when caught raiding their tombs | | Being cursed by a [[mummy]], when caught raiding their tombs | ||
| None | | None | ||
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|- | |- | ||
| Vampirism | | Vampirism | ||
− | | [[Deity|Divine]] | + | | [[Deity|Divine]] Curse. |
− | | Drinking the blood of a [[vampire]]. Toppling statues in shrines | + | | Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance). |
| None | | None | ||
| None | | None | ||
| Victim becomes a [[vampire]]. | | Victim becomes a [[vampire]]. | ||
|- | |- | ||
− | | Werebeast | + | | Werebeast Curse |
− | | [[Deity|Divine]] | + | | [[Deity|Divine]] Curse. |
− | | Being bitten by a [[werebeast]] | + | | Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance). |
| None | | None | ||
| None | | None | ||
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|- | |- | ||
| Necromancy | | Necromancy | ||
− | | [[Deity|Divine]] | + | | [[Deity|Divine]] Curse. |
| Reading a book/slab that contains the secrets of life and death. | | Reading a book/slab that contains the secrets of life and death. | ||
| None | | None | ||
| None | | None | ||
− | | Reader becomes a [[ | + | | Reader becomes a [[Necromancer]]. |
|- | |- | ||
| evil rain sickness<sup>3</sup> | | evil rain sickness<sup>3</sup> | ||
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|- | |- | ||
| evil cloud sickness<sup>4</sup> | | evil cloud sickness<sup>4</sup> | ||
− | | Being caught in a | + | | Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]] |
|- | |- | ||
| beast sickness<sup>5</sup> | | beast sickness<sup>5</sup> | ||
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|- | |- | ||
| night sickness<sup>5</sup> | | night sickness<sup>5</sup> | ||
− | | Encounters with [[ | + | | Encounters with [[werebeast]]s or [[experiment]]s |
|- | |- | ||
| demon sickness<sup>5</sup> | | demon sickness<sup>5</sup> | ||
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: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. | : 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. | ||
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. | : 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. | ||
− | : 5. [[Titan]]s, [[forgotten beast]]s, [[ | + | : 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood). |
==The anatomy of a syndrome== | ==The anatomy of a syndrome== | ||
− | + | Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - 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. | |
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+ | 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. | ||
− | + | [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE] | |
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− | [USE_MATERIAL_TEMPLATE: | ||
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom] | [STATE_NAME:ALL_SOLID:frozen giant cave spider venom] | ||
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom] | [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom] | ||
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[PREFIX:NONE] | [PREFIX:NONE] | ||
[ENTERS_BLOOD] | [ENTERS_BLOOD] | ||
− | + | [SYNDROME] | |
− | + | [SYN_NAME:giant cave spider bite] | |
− | + | [SYN_AFFECTED_CLASS:GENERAL_POISON] | |
− | + | [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL] | |
− | + | [SYN_INJECTED] | |
− | + | [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20] | |
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− | + | The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis. After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token. At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary. | |
− | + | 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. | |
− | + | SYNDROME | |
− | + | This tag ends the material details and begins the definition of the actual syndrome. | |
+ | SYN_NAME | ||
+ | This one is self-explanatory - the name of the syndrome as it will appear in-game. | ||
+ | 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. | ||
+ | SYN_IMMUNE_CLASS | ||
+ | As above, but makes class immune. | ||
+ | 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. | ||
+ | SYN_AFFECTED_CREATURE | ||
+ | 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_IDENTIFIER{{version|0.42.01}}. | ||
+ | Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated. | ||
+ | SYN_NO_HOSPITAL{{version|0.42.01}}. | ||
+ | Probably prevents affected dwarves from being carried to the hospital.{{verify}} | ||
+ | SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}. | ||
+ | Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol. | ||
− | + | SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED | |
+ | 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. | ||
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− | + | [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100] | |
+ | This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum. | ||
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− | + | CE_X, or creature effect tokens, are the real meat and bones of your syndrome. They're detailed below. | |
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− | + | ==Creature effect tokens== | |
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Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows: | Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows: | ||
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000] | [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000] | ||
+ | |||
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) ends it, the order of the intervening tokens isn't important. | + | As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required. |
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− | + | *CE_X | |
− | + | The effect type. This can be a number of different tokens, as detailed in the table below this list. | |
− | + | *SEV:X | |
− | | (Optional) Makes the | + | The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. |
+ | *PROB:X | ||
+ | The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance. | ||
+ | *LOCALIZED (Overwrites BP tokens) | ||
+ | This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. | ||
+ | *BP:BODY_PART:TISSUE (Overwritten by LOCALIZED) | ||
+ | Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target! | ||
+ | *VASCULAR_ONLY (Optional) | ||
+ | This syndrome only affects tissue layers with the VASCULAR token. | ||
+ | *MUSCULAR_ONLY (Optional) | ||
+ | This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here? | ||
+ | *SIZE_DILUTES (Optional) | ||
+ | This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested. | ||
+ | *SIZE_DELAYS (Optional) | ||
+ | As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim. | ||
+ | *DWF_STRETCH:X{{version|0.42.01}} (Optional) | ||
+ | Multiplies the duration of the syndrome by X in Fortress mode. If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode. | ||
+ | *ABRUPT{{version|0.42.01}} (Optional) | ||
+ | Makes the symptom begin immediately rather than ramping up. {{verify}} | ||
+ | *CAN_BE_HIDDEN (Optional) | ||
+ | Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}} | ||
+ | *RESISTABLE (Optional) | ||
+ | Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. | ||
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The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button! | The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button! | ||
+ | Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens. | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="Bisque" | |- bgcolor="Bisque" | ||
Line 521: | Line 338: | ||
! Description | ! Description | ||
|- | |- | ||
− | | | + | | CE_BLEEDING |
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak. |
|- | |- | ||
− | + | | CE_BLISTERS | |
| Yes | | Yes | ||
− | | Covers the targeted | + | | Covers the targeted bodypart with blisters. |
|- | |- | ||
− | | | + | | CE_BRUISING |
| Yes | | Yes | ||
− | | Causes | + | | Causes the targeted bodypart to undergo bruising. |
|- | |- | ||
− | | | + | | CE_IMPAIR_FUNCTION |
| Yes | | Yes | ||
− | | | + | | An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update. |
|- | |- | ||
− | | | + | | CE_NECROSIS |
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation. |
|- | |- | ||
− | | | + | | CE_NUMBNESS |
| Yes | | Yes | ||
− | | Causes the | + | | Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage. |
|- | |- | ||
− | | | + | | CE_OOZING |
− | | | + | | Yes |
− | | Causes | + | | Causes pus to ooze from the afflicted bodypart. |
|- | |- | ||
− | + | | CE_PAIN | |
− | | | + | | Yes |
− | | Afflicts the targeted | + | | Afflicts the targeted bodypart with intense pain. |
|- | |- | ||
− | + | | CE_PARALYSIS | |
− | | | + | | Yes |
− | | Causes complete paralysis | + | | Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage. |
|- | |- | ||
− | | | + | | CE_SWELLING |
| Yes | | Yes | ||
− | | | + | | Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis. |
+ | |- | ||
+ | | CE_COUGH_BLOOD | ||
+ | | No | ||
+ | | This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage. | ||
|- | |- | ||
− | + | | CE_DIZZINESS | |
| No | | No | ||
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed. | | Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed. | ||
|- | |- | ||
− | + | | CE_DROWSINESS | |
| No | | No | ||
| Causes the Drowsiness condition. | | Causes the Drowsiness condition. | ||
|- | |- | ||
− | + | | CE_FEVER | |
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| No | | No | ||
| Causes the Fever condition. | | Causes the Fever condition. | ||
|- | |- | ||
− | + | | CE_NAUSEA | |
| No | | No | ||
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death. | | Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death. | ||
|- | |- | ||
− | | | + | | CE_UNCONSCIOUSNESS |
| No | | No | ||
− | | | + | | Renders unconscious. |
|- | |- | ||
− | + | | CE_VOMIT_BLOOD | |
| No | | No | ||
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage. | | This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage. | ||
+ | |- | ||
+ | | CE_ERRATIC_BEHAVIOR{{version|0.42.01}} | ||
+ | | No | ||
+ | | Causes erratic behavior, meaning "People that 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] | ||
|} | |} | ||
− | + | ====Healing Effects==== | |
− | ===Healing Effects=== | + | Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage. |
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
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! Description | ! Description | ||
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− | | | + | | CE_STOP_BLEEDING |
− | | Yes | + | | Yes? |
− | | Decreases the severity of pain produced by wounds or syndrome effects on the targeted | + | | Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased. |
+ | |- | ||
+ | | CE_CLOSE_OPEN_WOUNDS | ||
+ | | Yes? | ||
+ | | Closes any wounds on the targeted bodypart with speed depending on the SEV value. | ||
+ | |- | ||
+ | | CE_HEAL_TISSUES | ||
+ | | Yes? | ||
+ | | Heals the tissues of the targeted bodypart with speed depending on the SEV value. | ||
+ | |- | ||
+ | | CE_HEAL_NERVES | ||
+ | | Yes? | ||
+ | | Heals the nerves of the targeted bodypart with speed depending on the SEV value. | ||
+ | |- | ||
+ | | CE_REDUCE_PAIN | ||
+ | | Yes? | ||
+ | | Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased. | ||
+ | |- | ||
+ | | CE_REDUCE_SWELLING | ||
+ | | Yes? | ||
+ | | Decreases the severity of swelling on the targeted bodypart. | ||
+ | |- | ||
+ | | CE_CURE_INFECTION | ||
+ | | Yes? | ||
+ | | Probably decreases the severity of the infection from infected wounds over time. | ||
|- | |- | ||
− | | | + | | CE_REDUCE_PARALYSIS |
− | | Yes | + | | Yes? |
− | | Decreases the severity of | + | | Decreases the severity of any paralysis effects on the targeted bodypart. |
|- | |- | ||
− | | | + | | CE_REGROW_PARTS |
| Yes | | Yes | ||
− | | | + | | Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}. |
|- | |- | ||
− | + | | CE_REDUCE_DIZZINESS | |
| No | | No | ||
| Decreases the severity of any dizziness the creature has. | | Decreases the severity of any dizziness the creature has. | ||
|- | |- | ||
− | + | | CE_REDUCE_NAUSEA | |
| No | | No | ||
| Decreases the severity of any nausea the creature has. | | Decreases the severity of any nausea the creature has. | ||
|- | |- | ||
− | + | | CE_REDUCE_FEVER | |
| No | | No | ||
| Decreases the severity of any fever the creature has. | | Decreases the severity of any fever the creature has. | ||
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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 | + | 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. |
{| {{prettytable}} | {| {{prettytable}} | ||
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| {{text anchor|CE_ADD_TAG}} | | {{text anchor|CE_ADD_TAG}} | ||
| No | | No | ||
− | | | + | | tags |
− | | Adds | + | | Adds a tag to the affected creature. Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie. |
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+ | BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES. | ||
|- | |- | ||
| {{text anchor|CE_REMOVE_TAG}} | | {{text anchor|CE_REMOVE_TAG}} | ||
| No | | No | ||
− | | | + | | tags |
− | | Removes | + | | Removes a tag from a creature. Supported arguments are the same as CE_ADD_TAG. |
− | + | |- | |
− | + | | {{text anchor|CE_DISPLAY_TILE}} | |
− | + | | No | |
− | + | | TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]] | |
− | + | | The creature displays the specified tile and colour instead of its normal one. | |
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| {{text anchor|CE_DISPLAY_NAME}} | | {{text anchor|CE_DISPLAY_NAME}} | ||
| No | | No | ||
| NAME:singular:plural:adjective | | NAME:singular:plural:adjective | ||
− | | Attaches | + | | Attaches a specified name to the creature's normal name. |
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| {{text anchor|CE_FLASH_TILE}} | | {{text anchor|CE_FLASH_TILE}} | ||
| No | | No | ||
− | | TILE: | + | | TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile |
− | | | + | | The creature flashes 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 | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
− | | Alters the | + | | Alters the physical [[attribute]]s of a creature. |
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|- | |- | ||
| {{text anchor|CE_MENT_ATT_CHANGE}} | | {{text anchor|CE_MENT_ATT_CHANGE}} | ||
| No | | No | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
− | | Alters the | + | | Alters the mental [[attribute]]s of a creature. |
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| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | | {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | ||
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| 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 | ||
− | | 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. |
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|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}} |
| No | | 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. | |
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− | | {{text anchor| | + | | {{text anchor|CE_SPEED_CHANGE}} |
| No | | No | ||
− | | | + | | speed modifier:number |
− | | | + | | Changes the speed of a creature. |
+ | Speed modifier contains one or both of: | ||
+ | * 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. | ||
|- | |- | ||
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| 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. | ||
|- | |- | ||
− | | {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}} | + | | {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}} |
| Yes | | Yes | ||
| 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> | ||
Line 867: | Line 553: | ||
| No | | No | ||
| 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#Definitions |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. |
− | The target body material is specified by inserting its | + | The target body material is specified by inserting its identifier as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present. |
− | '''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual | + | '''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual identifier. |
The following tokens should be placed after this effect: | The following tokens should be placed after this effect: | ||
− | * '''CE:SYNDROME_TAG:''' | + | * '''CE:SYNDROME_TAG:syndrome_trigger_type''' is used to specify what must be done with the body material to trigger the interaction. Replace "syndrome_trigger_type" with any of '''SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED'''. Multiple instances of this tag may be used to specify different valid transmission routes. However, it seems that only SYN_INGESTED is currently implemented. |
− | * '''CE:INTERACTION:''' | + | * '''CE:INTERACTION:interaction_id''' is used to specify which interaction is to be run (replace "interaction_id" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work. |
− | This currently only works on materials obtained from historical figures | + | This currently only works on materials obtained from historical figures! That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood". |
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_BODY_TRANSFORMATION}} |
| No | | No | ||
− | | | + | | PROB:percentage:START:time:END:time |
− | + | | Transforms into another creature. PROB and END arguments optional. The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified). | |
− | [[ | + | * CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.<br> |
− | | | + | * CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.<br> |
+ | * CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.<br> | ||
+ | * CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.<br> | ||
+ | * CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.<br> | ||
+ | *CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}} | ||
+ | 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. | ||
+ | |- | ||
+ | | {{text anchor|CE_SKILL_ROLL_ADJUST}} | ||
+ | | No | ||
+ | | 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 on a particular roll. | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CE_SENSE_CREATURE_CLASS}} |
| No | | No | ||
− | | | + | | START:time:CLASS:creature class:tile:color |
− | | | + | | Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1. |
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|- | |- | ||
− | | {{text anchor|CE_CHANGE_PERSONALITY}} | + | | {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}} |
| No | | No | ||
− | | FACET: | + | | FACET:[[DF2014:Personality_trait#Facets|trait]]:amount |
− | | Changes a [[personality trait]] by | + | | Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used. |
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− | | {{text anchor| | + | | {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}} |
| No | | No | ||
− | | | + | | EMOTION:[[emotion]] |
− | | | + | | Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: "[creature] feels [emotion] due to [syndrome name]". See [[Emotion]] for the list of valid emotions. |
|} | |} | ||
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When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range. | When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range. | ||
− | For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with | + | For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with [CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0], which makes the transformation take place only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again. |
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MOON_PHASE is currently the only valid period type: | MOON_PHASE is currently the only valid period type: | ||
Line 944: | Line 633: | ||
'''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]''' | '''[CE:{{text anchor|COUNTER_TRIGGER}}:<counter_name>:<min_value>:<max_value>:REQUIRED]''' | ||
− | + | Each creature in the game has internal counters which keep track of its various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature's indicated counter lies within the specified range. | |
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− | + | Note that 'NONE' can be used in place of <max_value>. | |
− | + | For example, generated [[vampire]] syndromes use [CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED] with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood. | |
The following is a list of valid counter types including a couple of notable values: | The following is a list of valid counter types including a couple of notable values: | ||
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! Counter | ! Counter | ||
! Description | ! Description | ||
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|- | |- | ||
| {{text anchor|ALCOHOLIC}} | | {{text anchor|ALCOHOLIC}} | ||
− | | For | + | | For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values: |
* 100800 (3 months) = and is starting to work slowly due to its scarcity | * 100800 (3 months) = and is starting to work slowly due to its scarcity | ||
* 201600 (6 months) = and really wants a drink | * 201600 (6 months) = and really wants a drink | ||
* 302400 (9 months) = and has gone without a drink for far, far too long | * 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 (s)he had some | * 403200 (1 year) = and can't even remember the last time (s)he had some | ||
− | |||
|- | |- | ||
| {{text anchor|CAVE_ADAPT}} | | {{text anchor|CAVE_ADAPT}} | ||
− | | For creatures with the | + | | For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter increases by 1 each [[time|tick]] when the creature is underground, and decreases by 10 each tick when outside. See [[cave adaptation]] for more information. |
* 403200 (1 year) = going outside causes irritation | * 403200 (1 year) = going outside causes irritation | ||
* 604800 (1.5 years) = going outside causes nausea | * 604800 (1.5 years) = going outside causes nausea | ||
− | + | |- | |
+ | | {{text anchor|PARTIED_OUT}} | ||
+ | | How long before the creature will decide to attend another party. Starts at 3+ months when a party ends and counts down to 0. | ||
|- | |- | ||
| {{text anchor|MILK_COUNTER}} | | {{text anchor|MILK_COUNTER}} | ||
− | | When a creature is milked, this counter is | + | | When a creature is milked, this counter is set to the frequency value specified in its [[Creature_token#MILKABLE|MILKABLE]] creature token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point the creature will be available for milking again. |
− | |||
|- | |- | ||
| {{text anchor|EGG_SPENT}} | | {{text anchor|EGG_SPENT}} | ||
− | | This | + | | This is set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the creature will be able to lay eggs again. |
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|- | |- | ||
| {{text anchor|GROUNDED_ANIMAL_ANGER}} | | {{text anchor|GROUNDED_ANIMAL_ANGER}} | ||
− | | How angry (and likely to attack) an animal is from being in an overcrowded location. | + | | How angry (and likely to attack) an animal is from being in an overcrowded location. Increases when overcrowded and otherwise counts down to 0. |
− | |||
|- | |- | ||
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}} | | {{text anchor|TIME_SINCE_SUCKED_BLOOD}} | ||
− | | This counter rises by 1 every [[time|tick]] for | + | | This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough, the creature will seek an unconscious victim to leech off. Blood-sucking causes the counter to decrease, and will continue either until it reaches 0, or the victim is dead. |
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| {{text anchor|DRINKING_BLOOD}} | | {{text anchor|DRINKING_BLOOD}} | ||
− | | This appears to be | + | | This appears to be set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly delaying the creature from doing other activities until it reaches 0. |
− | |||
|} | |} | ||
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[BOILING_POINT:10000] | [BOILING_POINT:10000] | ||
[MAT_FIXED_TEMP:10001] | [MAT_FIXED_TEMP:10001] | ||
− | + | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier! | |
− | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the | ||
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | ||
+ | |||
==Spreading diseases== | ==Spreading diseases== | ||
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As soon as the said creature is startled by your dwarves, the [[fun]] will begin. | As soon as the said creature is startled by your dwarves, the [[fun]] will begin. | ||
− | == | + | ==''In 0.47.01''== |
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading. | As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading. | ||
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The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts. | The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts. | ||
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{{Category|Modding}} | {{Category|Modding}} |