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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.]] |
+ | In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. | ||
− | + | ''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."'' | |
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==List of syndromes== | ==List of syndromes== | ||
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, 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 that can be helped by treatment. 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. | In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, 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 that can be helped by treatment. 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. | ||
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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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==The anatomy of a syndrome== | ==The anatomy of a syndrome== | ||
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | ||
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+ | |||
'''1) Transmission via Materials''' | '''1) Transmission via Materials''' | ||
+ | |||
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | ||
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In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below. | In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below. | ||
− | The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off | + | The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off. |
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such: | Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such: | ||
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| <your text> | | <your text> | ||
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names. | | Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names. | ||
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* [[Creature token#SECRETION|secretions]] | * [[Creature token#SECRETION|secretions]] | ||
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed) | * [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed) | ||
− | * [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust | + | * [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered) |
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]]) | * [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]]) | ||
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside) | * [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside) | ||
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| {{text anchor|SYN_INGESTED}} | | {{text anchor|SYN_INGESTED}} | ||
| | | | ||
− | | If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances | + | | If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. |
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials. | This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials. | ||
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|- | |- | ||
− | | {{text anchor|SYN_NO_HOSPITAL}} | + | | {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}} |
| | | | ||
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get. | | Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get. | ||
|- | |- | ||
− | | {{text anchor|SYN_IDENTIFIER}} | + | | {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}} |
| <your text> | | <your text> | ||
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome. | | This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome. | ||
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Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol. | Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol. | ||
− | + | A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated. | |
|- | |- | ||
− | | {{text anchor|SYN_CONCENTRATION_ADDED}} | + | | {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}} |
| <amount>:<max> | | <amount>:<max> | ||
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level. | | Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in <amount> is its initial concentration level. | ||
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As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further. | As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by <amount> whenever the creature is exposed to it, until its specified <max> concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher <max> value, the concentration will of course increase further. | ||
− | For example, all forms of | + | For example, all forms of alcohol in the game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming it hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off." |
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872] | Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872] | ||
|} | |} | ||
− | ==Creature | + | ==Creature effect tokens== |
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 | |
− | + | 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 144, 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 following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s. | The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s. | ||
− | Non-targeted | + | Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens. |
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! | ||
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| {{text anchor|CE_BRUISING}} | | {{text anchor|CE_BRUISING}} | ||
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to undergo bruising. |
|- | |- | ||
| {{text anchor|CE_BLISTERS}} | | {{text anchor|CE_BLISTERS}} | ||
| Yes | | Yes | ||
− | | Covers the targeted | + | | Covers the targeted bodypart with blisters. |
|- | |- | ||
| {{text anchor|CE_OOZING}} | | {{text anchor|CE_OOZING}} | ||
| Yes | | Yes | ||
− | | Causes pus to ooze from the afflicted | + | | Causes pus to ooze from the afflicted bodypart. |
|- | |- | ||
| {{text anchor|CE_BLEEDING}} | | {{text anchor|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. |
|- | |- | ||
| {{text anchor|CE_SWELLING}} | | {{text anchor|CE_SWELLING}} | ||
| Yes | | Yes | ||
− | | Causes the targeted | + | | Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis. |
|- | |- | ||
| {{text anchor|CE_NECROSIS}} | | {{text anchor|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. |
|- | |- | ||
| {{text anchor|CE_NUMBNESS}} | | {{text anchor|CE_NUMBNESS}} | ||
− | | | + | | Yes |
− | | Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage | + | | Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage. |
|- | |- | ||
| {{text anchor|CE_PAIN}} | | {{text anchor|CE_PAIN}} | ||
− | | | + | | Yes |
− | | Afflicts the targeted | + | | Afflicts the targeted bodypart with intense pain. |
|- | |- | ||
| {{text anchor|CE_PARALYSIS}} | | {{text anchor|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. |
|- | |- | ||
| {{text anchor|CE_IMPAIR_FUNCTION}} | | {{text anchor|CE_IMPAIR_FUNCTION}} | ||
| Yes | | Yes | ||
− | | An organ afflicted with this | + | | 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. |
|- | |- | ||
| {{text anchor|CE_DIZZINESS}} | | {{text anchor|CE_DIZZINESS}} | ||
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| {{text anchor|CE_UNCONSCIOUSNESS}} | | {{text anchor|CE_UNCONSCIOUSNESS}} | ||
| No | | No | ||
− | | Renders | + | | Renders unconscious. |
|- | |- | ||
| {{text anchor|CE_FEVER}} | | {{text anchor|CE_FEVER}} | ||
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===Healing Effects=== | ===Healing Effects=== | ||
− | + | As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage: | |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="Bisque" | |- bgcolor="Bisque" | ||
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| {{text anchor|CE_REDUCE_PAIN}} | | {{text anchor|CE_REDUCE_PAIN}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of pain produced by wounds or syndrome effects on the targeted | + | | 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. |
|- | |- | ||
| {{text anchor|CE_REDUCE_SWELLING}} | | {{text anchor|CE_REDUCE_SWELLING}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of swelling on the targeted | + | | Decreases the severity of swelling on the targeted bodypart. |
|- | |- | ||
| {{text anchor|CE_REDUCE_PARALYSIS}} | | {{text anchor|CE_REDUCE_PARALYSIS}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of any paralysis effects on the targeted | + | | Decreases the severity of any paralysis effects on the targeted bodypart. |
|- | |- | ||
| {{text anchor|CE_REDUCE_DIZZINESS}} | | {{text anchor|CE_REDUCE_DIZZINESS}} | ||
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| {{text anchor|CE_STOP_BLEEDING}} | | {{text anchor|CE_STOP_BLEEDING}} | ||
| Yes | | Yes | ||
− | | Decreases the severity of the bleeding of any 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. |
|- | |- | ||
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}} | | {{text anchor|CE_CLOSE_OPEN_WOUNDS}} | ||
| Yes | | Yes | ||
− | | Closes any wounds on the targeted | + | | Closes any wounds on the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_CURE_INFECTION}} | | {{text anchor|CE_CURE_INFECTION}} | ||
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| {{text anchor|CE_HEAL_TISSUES}} | | {{text anchor|CE_HEAL_TISSUES}} | ||
| Yes | | Yes | ||
− | | Heals the tissues of the targeted | + | | Heals the tissues of the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_HEAL_NERVES}} | | {{text anchor|CE_HEAL_NERVES}} | ||
| Yes | | Yes | ||
− | | Heals the nerves of the targeted | + | | Heals the nerves of the targeted bodypart with speed depending on the SEV value. |
|- | |- | ||
| {{text anchor|CE_REGROW_PARTS}} | | {{text anchor|CE_REGROW_PARTS}} | ||
| Yes | | Yes | ||
− | | Causes missing | + | | 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}}. |
|} | |} | ||
===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 custom substance or interaction | + | 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 custom substance or interaction. |
{| {{prettytable}} | {| {{prettytable}} | ||
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*[[Creature_token#CRAZED|CRAZED]] | *[[Creature_token#CRAZED|CRAZED]] | ||
*[[Creature_token#EXTRAVISION|EXTRAVISION]] | *[[Creature_token#EXTRAVISION|EXTRAVISION]] | ||
+ | *[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]] | ||
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]]) | *[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]]) | ||
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]] | *[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]] | ||
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*[[Creature_token#TRANCES|TRANCES]] | *[[Creature_token#TRANCES|TRANCES]] | ||
*[[Creature_token#UTTERANCES|UTTERANCES]] | *[[Creature_token#UTTERANCES|UTTERANCES]] | ||
− | |||
Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect. | Adding tags will cause the creature to pass/fail any relevant <code>[[Interaction token#IT_REQUIRES|IT_REQUIRES]]</code>/<code>[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]</code> checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect. | ||
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| No | | No | ||
| PERC:percentage:PERC_ON:percentage | | PERC:percentage:PERC_ON:percentage | ||
− | | Alters the creature's specified | + | | Alters the creature's specified skill level. 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. |
− | |||
− | |||
|- | |- | ||
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| 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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| No | | No | ||
| | | | ||
− | | Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the | + | | Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified). |
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. | |
− | |||
− | |||
− | |||
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− | |||
* '''CE:CREATURE:'''<creature>:<caste><br> | * '''CE:CREATURE:'''<creature>:<caste><br> | ||
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Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] | Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] | ||
+ | * '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br> | ||
+ | Any creature with the specified creature flag may be randomly selected to be transformed into. | ||
− | ''' | + | * '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>{{version|0.47.01}}<br> |
+ | Forbids all creatures with the specified creature flag from the random selection pool. | ||
− | * '''CE: | + | * '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br> |
− | + | Allows any creature with the specified caste flag to be randomly selected. | |
− | * '''CE: | + | * '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br> |
− | + | Forbids all creatures with the specified caste flag from being randomly selected. | |
− | * '''CE: | + | *'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br> |
− | + | Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}} | |
− | * '''CE: | + | *'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br> |
− | + | Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}} | |
− | |||
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− | |||
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|- | |- | ||
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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> | ||
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|- | |- | ||
− | | {{text anchor|CE_FEEL_EMOTION}} | + | | {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}} |
| No | | No | ||
| EMOTION:<[[emotion]]> | | EMOTION:<[[emotion]]> | ||
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|- | |- | ||
− | | {{text anchor|CE_CHANGE_PERSONALITY}} | + | | {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}} |
| No | | No | ||
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount> | | FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount> | ||
− | | Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative | + | | Changes a [[personality trait]] by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative - for example, generated [[necromancer]] syndromes come with the following effect:<br> |
<code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code> | <code>[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]</code> | ||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor|CE_ERRATIC_BEHAVIOR}} | + | | {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}} |
| No | | No | ||
| | | | ||
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For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood. | For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood. | ||
− | Note that | + | Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter. |
− | + | 'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead. | |
− | As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying | + | As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked. |
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work. | Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work. | ||
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! Counter | ! Counter | ||
! Description | ! Description | ||
− | |||
|- | |- | ||
| {{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 is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. 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|MILK_COUNTER}} | | {{text anchor|MILK_COUNTER}} | ||
− | | When a creature is milked, this counter is created and set to the frequency value specified in the creature's | + | | When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again. |
− | |||
|- | |- | ||
| {{text anchor|EGG_SPENT}} | | {{text anchor|EGG_SPENT}} | ||
− | | This counter is created and set to 100800 ( | + | | This counter is created and 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 counter is removed and the creature regains the ability to lay eggs. |
− | |||
|- | |- | ||
| {{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. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0. | | How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases 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 (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of. Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached. |
− | |||
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− | |||
− | |||
|- | |- | ||
| {{text anchor|DRINKING_BLOOD}} | | {{text anchor|DRINKING_BLOOD}} | ||
− | | This appears to be created and 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]]) until it reaches 0, at which point the counter is removed. | + | | This appears to be created and 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 preventing the creature from doing other activities until it reaches 0, at which point the counter is removed. |
− | + | |- | |
+ | | {{text anchor|PARTIED_OUT}} | ||
+ | | How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur. | ||
|} | |} | ||
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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#SYN_INHALED|SYN_INHALED]] 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 [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! | ||
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. | ||
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==Multi-caste/multi-creature body transformations== | ==Multi-caste/multi-creature body transformations== | ||
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code: | This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code: | ||
− | + | [SYNDROME] | |
− | [SYNDROME] | + | [SYN_NAME:draconic curse] |
− | + | [SYN_CLASS:DRACONIC_CURSE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:HYDRA:MALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:DRAGON:MALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:HYDRA:FEMALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:DRAGON:FEMALE] | |
− | + | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. | |
− | |||
− | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. | ||
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− | ==See | + | ==See Also== |
* [[Syndrome examples]] | * [[Syndrome examples]] |