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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|13:02, 6 April 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:syndrome_icon.png|100px|right]][[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, 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. | ||
− | + | ''"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== | ||
+ | {{Modding}} | ||
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''' | ||
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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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|- | |- | ||
− | | {{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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| {{text anchor|SEV}} | | {{text anchor|SEV}} | ||
| <amount> | | <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 | + | | The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. |
|- | |- | ||
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|- | |- | ||
| {{text anchor|BP}} | | {{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. | + | | (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. If omitted, the the entire body is affected if applicable. Also, not every effect accepts 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 in 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. | |
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− | | {{text anchor|DWF_STRETCH}} | + | | {{text anchor|DWF_STRETCH}}{{version|0.42.01}} |
| <amount> | | <amount> | ||
− | | (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode. | + | | (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode. If the amount is 144, the effect will last the same amount of ticks in fortress and adventure mode. |
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− | | {{text anchor|ABRUPT}} | + | | {{text anchor|ABRUPT}}{{version|0.42.01}} |
| | | | ||
− | | (Optional) | + | | (Optional) Makes the effect begin immediately rather than ramping up. {{verify}} |
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|- | |- | ||
| {{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 body part with intense pain | + | | Afflicts the targeted body part 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}} | ||
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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_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 | + | | Causes missing body parts to regrow. SEV controls how quickly body parts 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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| 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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| 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 additional tokens 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 | + | 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. |
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'''Random transformation:''' | '''Random transformation:''' | ||
− | * '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br> | + | * '''CE:CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature 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. | 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. | ||
− | * '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature flag]]><br> | + | * '''CE:FORBIDDEN_CREATURE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|creature 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. | 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. | ||
− | * '''CE:CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste 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|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into. | 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. | ||
− | * '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]><br> | + | * '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''<[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>{{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. | 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. | ||
− | *'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]><br> | + | *'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''<minimum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<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] | 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> | + | *'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''<maximum [[Gait#Speed|gait speed]]>{{version|0.47.01}}<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] | 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] | ||
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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> | ||
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|- | |- | ||
− | | {{text anchor|CE_ERRATIC_BEHAVIOR}} | + | | {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}} |
| No | | No | ||
| | | | ||
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| 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]]) 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. | |
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− | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. | ||
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==See also== | ==See also== |