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− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{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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| 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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| <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|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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===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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| 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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| 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. | ||
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+ | | {{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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[MAT_FIXED_TEMP:10001] | [MAT_FIXED_TEMP:10001] | ||
[SPEC_HEAT:1] | [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! |
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== |