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{{Quality|Masterwork}}
 
{{Quality|Masterwork}}
 
{{av}}
 
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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: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.  
  
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).
+
''"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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|-
 
|-
 
| 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==
 +
{{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.
{{Modding}}
+
 
 +
 
 
'''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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| {{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. Can go as high as 2147483647, and can be negative.
+
| 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. 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. Some effects allow a [[Syndrome#SEV|SEV:#]] token, and others do not. In general it seems an effect that can take a range of numeric values will allow a [[Syndrome#SEV|SEV:#]] token, and an effect that is more "on/off" in nature will not accept a [[Syndrome#SEV|SEV:#]] token{{verify}}.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! Token
 
! Token
 
! Accepts Target
 
! Accepts Target
 +
! Accepts [[Syndrome#SEV|SEV:#]]
 
! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
|-
 
| {{text anchor|CE_ADD_TAG}}
 
| {{text anchor|CE_ADD_TAG}}
 +
| No
 
| No
 
| No
 
| <tag 1>:<tag 2>:etc
 
| <tag 1>:<tag 2>:etc
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|-
 
|-
 
| {{text anchor|CE_REMOVE_TAG}}
 
| {{text anchor|CE_REMOVE_TAG}}
 +
| No
 
| No
 
| No
 
| <tag 1>:<tag 2>:etc
 
| <tag 1>:<tag 2>:etc
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|- a
 
|- a
 
| {{text anchor|CE_DISPLAY_NAME}}
 
| {{text anchor|CE_DISPLAY_NAME}}
 +
| No
 
| No
 
| No
 
| NAME:singular:plural:adjective
 
| NAME:singular:plural:adjective
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| {{text anchor|CE_DISPLAY_TILE}}
 
| {{text anchor|CE_DISPLAY_TILE}}
 
| No
 
| No
 +
| No{{verify}}
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 
| Causes the creature to display the specified tile instead of its normal one.
 
| Causes the creature to display the specified tile instead of its normal one.
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| {{text anchor|CE_FLASH_TILE}}
 
| {{text anchor|CE_FLASH_TILE}}
 
| No
 
| No
 +
| No{{verify}}
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile>
 
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile>
 
| Causes the creature to flash between its normal tile and the one specified here.
 
| Causes the creature to flash between its normal tile and the one specified here.
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| {{text anchor|CE_PHYS_ATT_CHANGE}}
 
| {{text anchor|CE_PHYS_ATT_CHANGE}}
 
| No
 
| No
 +
| Yes{{verify}}
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].
 
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].
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| {{text anchor|CE_MENT_ATT_CHANGE}}
 
| {{text anchor|CE_MENT_ATT_CHANGE}}
 
| No
 
| No
 +
| Yes{{verify}}
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].
 
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].
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| {{text anchor|CE_SPEED_CHANGE}}
 
| {{text anchor|CE_SPEED_CHANGE}}
 
| No
 
| No
 +
| Yes{{verify}}
 
| speed modifier:number
 
| speed modifier:number
 
| Changes the creature's speed.
 
| Changes the creature's speed.
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|-
 
|-
 
| {{text anchor|CE_SKILL_ROLL_ADJUST}}
 
| {{text anchor|CE_SKILL_ROLL_ADJUST}}
 +
| No
 
| No
 
| No
 
| PERC:percentage:PERC_ON:percentage
 
| PERC:percentage:PERC_ON:percentage
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| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}
 
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}
 
| No
 
| No
 +
| Yes{{verify}}
 
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?)  
 
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?)  
 
| Alters the size of the creature.
 
| Alters the size of the creature.
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| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}
 
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}
 
| Yes
 
| Yes
 +
| Yes{{verify}}
 
| 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.
  
 
|-
 
|-
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
 
| {{text anchor|CE_BODY_TRANSFORMATION}}
 +
| No
 
| No
 
| No
 
|
 
|
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| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| No
 
| No
 +
| Yes{{verify}}
 
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B>
 
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B>
 
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.
 
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.
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| {{text anchor|CE_CAN_DO_INTERACTION}}
 
| {{text anchor|CE_CAN_DO_INTERACTION}}
 
| No
 
| No
 +
| No{{verify}}
 
|  
 
|  
 
| 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.
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| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}
 
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}
 
| Yes
 
| Yes
 +
| No{{verify}}
 
| 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>
 
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example
 
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example
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| {{text anchor|CE_BODY_MAT_INTERACTION}}
 
| {{text anchor|CE_BODY_MAT_INTERACTION}}
 
| No
 
| No
 +
| No{{verify}}
 
| MAT_TOKEN:<body material token>
 
| MAT_TOKEN:<body material token>
 
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
 
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
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| {{text anchor|CE_SENSE_CREATURE_CLASS}}
 
| {{text anchor|CE_SENSE_CREATURE_CLASS}}
 
| No
 
| No
 +
| No{{verify}}
 
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:
 
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>:
 
[[Tilesets|<tile value or character>]]:
 
[[Tilesets|<tile value or character>]]:
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| {{text anchor|CE_FEEL_EMOTION}}
 
| {{text anchor|CE_FEEL_EMOTION}}
 
| No
 
| No
 +
| Yes
 
| EMOTION:<[[emotion]]>
 
| EMOTION:<[[emotion]]>
 
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.
 
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions.
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|-
 
|-
 
| {{text anchor|CE_CHANGE_PERSONALITY}}
 
| {{text anchor|CE_CHANGE_PERSONALITY}}
 +
| No
 
| 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}}
 
| No
 
| No
 +
| No{{verify}}
 
|
 
|
 
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]
 
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]

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