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{{Quality|Masterwork}}
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{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}
 
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[[File:syndrome_statuses_anim.gif|right]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous 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.
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[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]
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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.  
  
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).
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''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
  
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
 
[[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]
 
 
==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
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| 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]].
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| [[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.
{{Modding}}
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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 (that, or they get eaten by the giant cave spider that caused it).
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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.
 
For example, this name is displayed when <nowiki>[</nowiki>[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:<...>]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|<emotion>|6:0}}{{dftext| due to <your_syn_name>.|0:1}}
 
  
 
|-
 
|-
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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 clouds]] (contaminate all external body parts, even if covered)
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* [[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 comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.
+
| 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}}
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| {{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}}
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| {{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.
  
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects 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 increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.
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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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|}
 
|}
  
==Creature Effect Tokens==
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==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.
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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.
 
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
! Token
 
! Arguments
 
! Description
 
 
 
|-
 
| {{text anchor|CE_X}}
 
|
 
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.
 
 
 
|-
 
| {{text anchor|SEV}}
 
| <amount>
 
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.
 
 
 
|-
 
| {{text anchor|PROB}}
 
| <amount>
 
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.
 
 
 
|-
 
| {{text anchor|BP}}
 
| <body part>:<tissue>
 
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!
 
 
 
<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 by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts 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 body parts. Multiple targets can be given in one effect 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 body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.
 
 
 
|-
 
| {{text anchor|LOCALIZED}}
 
|
 
| (Optional; overrides [[Syndrome#BP|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 effect do nothing. This token also makes inhaled syndromes have no effect.
 
 
 
|-
 
| {{text anchor|VASCULAR_ONLY}}
 
|
 
| (Optional) This effect only affects tissue layers with the VASCULAR token.
 
 
 
|-
 
| {{text anchor|MUSCULAR_ONLY}}
 
|
 
| (Optional) This effect only affects tissue layers with the MUSCULAR token.
 
 
 
|-
 
| {{text anchor|SIZE_DILUTES}}
 
|
 
| (Optional) This token presumably causes the severity of the effect 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.
 
 
 
|-
 
| {{text anchor|SIZE_DELAYS}}
 
|
 
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.
 
 
 
|-
 
| {{text anchor|CAN_BE_HIDDEN}}
 
|
 
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}
 
 
 
|-
 
| {{text anchor|RESISTABLE}} (sic)
 
|
 
| (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. (yes, it's spelled incorrectly)
 
 
 
|-
 
| {{text anchor|DWF_STRETCH}}
 
| <amount>
 
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.
 
 
 
|-
 
| {{text anchor|ABRUPT_START}}
 
|
 
| (Optional) Makes the effect begin immediately rather than ramping up.
 
 
 
|-
 
| {{text anchor|ABRUPT_END}}
 
|
 
| (Optional) Makes the effect end immediately rather than ramping down.
 
 
 
|-
 
| {{text anchor|ABRUPT}}
 
|
 
| (Optional) Combination of ABRUPT_START and ABRUPT_END.
 
 
 
|-
 
| {{text anchor|START}}
 
| <time>
 
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.
 
 
 
|-
 
| {{text anchor|PEAK}}
 
| <time>
 
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.
 
  
|-
+
*CE_X
| {{text anchor|END}}
+
The effect type.  This can be a number of different tokens, as detailed in the table below this list.
| <time>
+
*SEV:X
| (Optional) Determines the time after exposure, in ticks, when the effect ends.
+
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.
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.
+
*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.
  
  
Line 511: Line 437:
 
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 effects will ignore any BP tokens and LOCALIZED tokens.
+
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!
Line 523: Line 449:
 
| {{text anchor|CE_BRUISING}}
 
| {{text anchor|CE_BRUISING}}
 
| Yes
 
| Yes
| Causes the targeted body part to undergo bruising.
+
| Causes the targeted bodypart to undergo bruising.
 
|-
 
|-
 
| {{text anchor|CE_BLISTERS}}
 
| {{text anchor|CE_BLISTERS}}
 
| Yes
 
| Yes
| Covers the targeted body part with blisters.
+
| Covers the targeted bodypart with blisters.
 
|-
 
|-
 
| {{text anchor|CE_OOZING}}
 
| {{text anchor|CE_OOZING}}
 
| Yes
 
| Yes
| Causes pus to ooze from the afflicted body part.
+
| Causes pus to ooze from the afflicted bodypart.
 
|-
 
|-
 
| {{text anchor|CE_BLEEDING}}
 
| {{text anchor|CE_BLEEDING}}
 
| Yes
 
| Yes
| Causes the targeted body part 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.
+
| 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 body part to swell up. Extreme swelling may lead to necrosis.
+
| 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 body part 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.
+
| 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}}
| Optional
+
| Yes
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.
+
| 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}}
| Optional
+
| Yes
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.
+
| Afflicts the targeted bodypart with intense pain.
 
|-
 
|-
 
| {{text anchor|CE_PARALYSIS}}
 
| {{text anchor|CE_PARALYSIS}}
| Optional
+
| Yes
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.
+
| 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 effect 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.
+
| 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}}
Line 571: Line 497:
 
| {{text anchor|CE_UNCONSCIOUSNESS}}
 
| {{text anchor|CE_UNCONSCIOUSNESS}}
 
| No
 
| No
| Renders the creature unconscious.
+
| Renders unconscious.
 
|-
 
|-
 
| {{text anchor|CE_FEVER}}
 
| {{text anchor|CE_FEVER}}
Line 591: Line 517:
  
 
===Healing Effects===
 
===Healing Effects===
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:
+
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"
Line 600: Line 526:
 
| {{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 body part. The SEV value probably controls by how much the pain is decreased.
+
| 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 body part.
+
| 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 body part.
+
| Decreases the severity of any paralysis effects on the targeted bodypart.
 
|-
 
|-
 
| {{text anchor|CE_REDUCE_DIZZINESS}}
 
| {{text anchor|CE_REDUCE_DIZZINESS}}
Line 624: Line 550:
 
| {{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 body part. The SEV value probably controls by how much the bleeding is decreased.
+
| 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 body part with speed depending on the SEV value.
+
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.
 
|-
 
|-
 
| {{text anchor|CE_CURE_INFECTION}}
 
| {{text anchor|CE_CURE_INFECTION}}
Line 636: Line 562:
 
| {{text anchor|CE_HEAL_TISSUES}}
 
| {{text anchor|CE_HEAL_TISSUES}}
 
| Yes
 
| Yes
| Heals the tissues of the targeted body part with speed depending on the SEV value.
+
| 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 body part with speed depending on the SEV value.
+
| 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 body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.
+
| 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. CE_FEEL_EMOTION is the only one of these that takes SEV.
+
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}}
Line 685: Line 611:
 
*[[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]]
Line 709: Line 636:
 
*[[Creature_token#TRANCES|TRANCES]]
 
*[[Creature_token#TRANCES|TRANCES]]
 
*[[Creature_token#UTTERANCES|UTTERANCES]]
 
*[[Creature_token#UTTERANCES|UTTERANCES]]
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]
 
  
 
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.
Line 782: Line 708:
 
| No
 
| No
 
| PERC:percentage:PERC_ON:percentage
 
| PERC:percentage:PERC_ON:percentage
| Alters the creature's specified{{verify}} 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.
+
| 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.
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result
 
[CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]
 
  
 
|-
 
|-
Line 796: Line 720:
 
| Yes
 
| Yes
 
| body part:APPEARANCE_MODIFIER:attribute:number
 
| body part:APPEARANCE_MODIFIER:attribute:number
| Alters the characteristics (height, width etc.) of a body part. "body part" here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.
+
| Alters the characteristics (height, width etc.) of a body part.
  
 
|-
 
|-
Line 802: Line 726:
 
| 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 additional tokens listed below (of which multiple may be specified).
+
| 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).
 
 
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.
 
 
 
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.
 
 
 
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.
 
 
 
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].
 
 
 
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it.  
 
  
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.
+
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.
 
 
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like "Urist's horn", "Urist's hoof", and "Urist's skin" (which becomes "cow leather" when [[Tanner|tanned]]) but will also contain some dwarf creature parts like "dwarf meat", "dwarf eye", and "dwarf brain".
 
 
 
 
 
'''Specific transformation:'''
 
  
 
* '''CE:CREATURE:'''<creature>:<caste><br>
 
* '''CE:CREATURE:'''<creature>:<caste><br>
Line 825: Line 734:
 
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.
  
'''Random transformation:'''
+
* '''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:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br>
+
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br>
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
+
Allows any creature with the specified caste flag to be randomly selected.
  
* '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br>
+
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{version|0.47.01}}<br>
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.
+
Forbids all creatures with the specified caste flag from being randomly selected.
  
* '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br>
+
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br>
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.
+
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}
  
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br>
+
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}<br>
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.
+
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}
 
 
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]><br>
 
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
 
 
 
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]><br>
 
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
 
  
 
|-
 
|-
Line 858: Line 764:
 
| 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 887: Line 793:
  
 
|-
 
|-
| {{text anchor|CE_FEEL_EMOTION}}
+
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}
 
| No
 
| No
 
| EMOTION:<[[emotion]]>
 
| EMOTION:<[[emotion]]>
Line 893: Line 799:
  
 
|-
 
|-
| {{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. For example, generated [[necromancer]] syndromes come with the following effect:<br>
+
| 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>
 
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]
 
  
 
|-
 
|-
| {{text anchor|CE_ERRATIC_BEHAVIOR}}
+
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}
 
| No
 
| No
 
|
 
|
Line 948: Line 852:
 
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 <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.
+
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.
  
<code>REQUIRED</code> 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 <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.
+
'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 <code>0</code> or <code>NONE</code> 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.
+
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.
Line 962: Line 866:
 
! Counter
 
! Counter
 
! Description
 
! Description
 
 
|-
 
|-
 
| {{text anchor|ALCOHOLIC}}
 
| {{text anchor|ALCOHOLIC}}
| For {{token|ALCOHOL_DEPENDENT|c}} 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:
+
| 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 {{token|CAVE_ADAPT|c}} 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.
+
| 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 {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.
+
| 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 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.
+
| 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 creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), 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.
+
| 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.
 
 
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:
 
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}
 
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}
 
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}
 
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.
 
 
 
 
|-
 
|-
 
| {{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.
 
|}
 
|}
  
Line 1,014: Line 907:
 
   [BOILING_POINT:10000]
 
   [BOILING_POINT:10000]
 
   [MAT_FIXED_TEMP:10001]
 
   [MAT_FIXED_TEMP:10001]
  [SPEC_HEAT:1]
+
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! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.
 
  
 
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.
Line 1,083: Line 975:
 
==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:
{{code|code=
+
[SYNDROME]
[SYNDROME]
+
[SYN_NAME:draconic curse]
[SYN_NAME:draconic curse]
+
[SYN_CLASS:DRACONIC_CURSE]
[SYN_CLASS:DRACONIC_CURSE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:HYDRA:MALE]
[CE:CREATURE:HYDRA:MALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:DRAGON:MALE]
[CE:CREATURE:DRAGON:MALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:25:START:0]
+
  [CE:CREATURE:HYDRA:FEMALE]
[CE:CREATURE:HYDRA:FEMALE]
+
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
+
  [CE:CREATURE:DRAGON:FEMALE]
[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]].  
 
 
 
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. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.
 
 
 
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:
 
{{code|code=
 
[SYNDROME]
 
[SYN_NAME:draconic sequence curse]
 
[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]
 
[CE:CREATURE:HYDRA:MALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]
 
[CE:CREATURE:DRAGON:MALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]
 
[CE:CREATURE:HYDRA:FEMALE]
 
[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]
 
[CE:CREATURE:DRAGON:FEMALE]
 
}}
 
  
==See also==
+
==See Also==
  
 
* [[Syndrome examples]]
 
* [[Syndrome examples]]

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