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Difference between revisions of "v0.34:Interaction token"
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| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
− | | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was | + | | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction. |
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon] | [IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon] | ||
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| Within I_SOURCE | | Within I_SOURCE | ||
| Number | | Number | ||
− | | | + | | Presumably, the probability of biome specified by [IS_REGION] to have this interaction. |
|- | |- | ||
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| Within I_SOURCE:SECRET | | Within I_SOURCE:SECRET | ||
| [[Sphere]] | | [[Sphere]] | ||
− | | Indicates the sphere to which this secret pertains. | + | | Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres |
|- | |- | ||
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* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means | * MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means | ||
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices | * MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices | ||
− | * MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. | + | * MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means. |
− | |||
|- | |- | ||
| IS_USAGE_HINT | | IS_USAGE_HINT | ||
| Within I_SOURCE:DEITY | | Within I_SOURCE:DEITY | ||
| Usage Hint token | | Usage Hint token | ||
− | | Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this | + | | Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense. |
|- | |- | ||
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| id, type | | id, type | ||
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values: | | Specifies what things this interaction acts upon. Can be specified multiple times. Valid values: | ||
− | * CORPSE | + | * CORPSE - Also includes pieces of corpses |
* CREATURE | * CREATURE | ||
* MATERIAL | * MATERIAL | ||
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| Location | | Location | ||
| Narrows down exactly what the interaction targets. Valid values: | | Narrows down exactly what the interaction targets. Valid values: | ||
− | * CONTEXT_REGION | + | * CONTEXT_REGION - Can only be used by IS_REGION interactions. |
* CONTEXT_CREATURE | * CONTEXT_CREATURE | ||
− | * CONTEXT_ITEM | + | * CONTEXT_ITEM - Used when the target is a CORPSE. |
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below). | * CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below). | ||
* CONTEXT_LOCATION | * CONTEXT_LOCATION | ||
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| IT_AFFECTED_CREATURE | | IT_AFFECTED_CREATURE | ||
| Within I_TARGET:CORPSE or I_TARGET:CREATURE | | Within I_TARGET:CORPSE or I_TARGET:CREATURE | ||
− | | | + | | CREATURE:CASTE |
| Specifies specific creatures the interaction can target. | | Specifies specific creatures the interaction can target. | ||
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| IT_IMMUNE_CREATURE | | IT_IMMUNE_CREATURE | ||
| Within I_TARGET:CORPSE or I_TARGET:CREATURE | | Within I_TARGET:CORPSE or I_TARGET:CREATURE | ||
− | | | + | | CREATURE:CASTE |
| Specifies specific creatures the interaction cannot target. | | Specifies specific creatures the interaction cannot target. | ||
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| Creature token or property | | Creature token or property | ||
| Indicates that the target must have the specified property. Valid values: | | Indicates that the target must have the specified property. Valid values: | ||
− | * FIT_FOR_ANIMATION | + | * FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.) |
− | * FIT_FOR_RESURRECTION | + | * FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached. |
* HAS_BLOOD | * HAS_BLOOD | ||
* MORTAL | * MORTAL | ||
* NO_AGING | * NO_AGING | ||
* STERILE | * STERILE | ||
− | * Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKESFIGHTING, MISCHIEVIOUS | + | * Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES |
|- | |- | ||
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| Within I_TARGET:CORPSE or I_TARGET:CREATURE | | Within I_TARGET:CORPSE or I_TARGET:CREATURE | ||
| | | | ||
− | | Prevents the interaction from | + | | Prevents the interaction from targeting a creature that's already under the effect of the same interaction. |
|- | |- | ||
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| Within I_TARGET:CORPSE or I_TARGET:CREATURE | | Within I_TARGET:CORPSE or I_TARGET:CREATURE | ||
| [[Syndrome]] class | | [[Syndrome]] class | ||
− | | Prevents the interaction from | + | | Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value. |
|- | |- | ||
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| type | | type | ||
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values: | | Specifies what the interaction does to the targets. Can be specified multiple times. Valid values: | ||
− | * ANIMATE | + | * ANIMATE - Raises the target corpse/bodypart as a zombie. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. |
− | * RESURRECT | + | * RESURRECT - Returns the creature to life. This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction. Syndromes can also be specified within this tag. |
− | * ADD_SYNDROME | + | * ADD_SYNDROME - Adds one or more syndromes. The actual syndrome is specified with the [SYNDROME] tag. |
− | * CLEAN | + | * CLEAN - Cleans off most liquids/dust covering the creature. |
− | * HIDE | + | * HIDE - Allows the creature to hide even if another creature can see it. |
− | * CONTACT | + | * CONTACT - Causes the creatures to touch. The interaction's range must be TOUCHABLE. |
− | * MATERIAL_EMISSION | + | * MATERIAL_EMISSION - Used within the MATERIAL_EMISSION interaction. |
|- | |- | ||
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| text | | text | ||
| Allows the interaction to be applied to newly spawned creatures in Arena mode. | | Allows the interaction to be applied to newly spawned creatures in Arena mode. | ||
+ | |||
+ | |- | ||
+ | | IE_GRIME_LEVEL | ||
+ | | Within I_EFFECT:CLEAN | ||
+ | | amount? | ||
+ | | [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned. | ||
+ | |||
+ | |- | ||
+ | | IE_SYNDROME_TAG | ||
+ | | Within I_EFFECT:CLEAN | ||
+ | | Syndrome flag | ||
+ | | Indicates that cleaning off materials will activate their syndromes if they have this flag. | ||
|- | |- | ||
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| TARGET | | TARGET | ||
| target ID, target types | | target ID, target types | ||
− | | Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. Valid target types: | + | | Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types: |
* LINE_OF_SIGHT - the source needs to be able to see the target | * LINE_OF_SIGHT - the source needs to be able to see the target | ||
* TOUCHABLE - the source needs to be able to touch the target | * TOUCHABLE - the source needs to be able to touch the target | ||
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|- | |- | ||
| LOCATION_HINT | | LOCATION_HINT | ||
− | | Location Hint (see | + | | Location Hint (see above) |
| ? | | ? | ||
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| USAGE_HINT | | USAGE_HINT | ||
| Usage hint token | | Usage hint token | ||
− | | Indicates how the interaction is | + | | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available. Valid values: |
− | * MAJOR_CURSE | + | * MAJOR_CURSE - Used in disturbance curses and deity curses. Targets the tomb disturber/temple defiler. |
− | * GREETING | + | * GREETING - Creatures will target 'friendly' creatures, usually at random. |
− | * CLEAN_SELF | + | * CLEAN_SELF - Creature targets itself when covered in liquids or dust. |
− | * CLEAN_FRIEND | + | * CLEAN_FRIEND - Same, but targets other friendly units. |
− | * ATTACK | + | * ATTACK - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it. |
− | * FLEEING | + | * FLEEING - Used when fleeing an enemy. Creature will target itself. |
|- | |- | ||
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| WAIT_PERIOD | | WAIT_PERIOD | ||
| number | | number | ||
− | | Controls how often the interaction can be used | + | | Controls how often the interaction can be used. |
|- | |- | ||
| VERBAL | | VERBAL | ||
| | | | ||
− | | | + | | Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH. |
|- | |- | ||
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|- | |- | ||
| VERB | | VERB | ||
− | | self:other: | + | | self:other:mutual |
| When a creature uses the interaction, a message will display, describing the source as doing this. | | When a creature uses the interaction, a message will display, describing the source as doing this. | ||
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|- | |- | ||
| TARGET_VERB | | TARGET_VERB | ||
− | | | + | | self:other |
| When a creature uses the interaction, a message will display, describing the target as doing this. | | When a creature uses the interaction, a message will display, describing the target as doing this. | ||
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|- | |- | ||
| FLOW | | FLOW | ||
− | | Breath attack token | + | | [[Syndrome#Breath Attack Types|Breath attack token]] |
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE. | | Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE. | ||
Latest revision as of 16:27, 6 January 2014
This article is about an older version of DF. |
The following tokens can be used to define and use interactions.
Interaction Definitions[edit]
Token | Context | Arguments | Description |
---|---|---|---|
I_SOURCE | Global | type | Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:
|
IS_HIST_STRING_1 | Within I_SOURCE | text | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.
[IS_HIST_STRING_1: cursed ] |
IS_HIST_STRING_2 | Within I_SOURCE | text | Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon] |
IS_FREQUENCY | Within I_SOURCE | Number | Presumably, the probability of biome specified by [IS_REGION] to have this interaction. |
IS_NAME | Within I_SOURCE | string | Generally used with secrets, describes what the secret is about. |
IS_REGION | Within I_SOURCE:REGION | Region type | Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:
|
IS_SPHERE | Within I_SOURCE:SECRET | Sphere | Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres |
IS_SECRET_GOAL | Within I_SOURCE:SECRET | Secret Goal token | Indicates why somebody would want to learn the secret. Valid values:
|
IS_SECRET | Within I_SOURCE:SECRET | Secret Flag | Indicates how the secret can be learned. Valid values:
|
IS_USAGE_HINT | Within I_SOURCE:DEITY | Usage Hint token | Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense. |
I_TARGET | Global | id, type | Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:
|
IT_LOCATION | Within I_TARGET | Location | Narrows down exactly what the interaction targets. Valid values:
|
IT_MANUAL_INPUT | Within I_TARGET | text | Tells the player what they should be selecting. |
IT_AFFECTED_CREATURE | Within I_TARGET:CORPSE or I_TARGET:CREATURE | CREATURE:CASTE | Specifies specific creatures the interaction can target. |
IT_AFFECTED_CLASS | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Creature class | Specifies creature classes the interaction can target. |
IT_IMMUNE_CREATURE | Within I_TARGET:CORPSE or I_TARGET:CREATURE | CREATURE:CASTE | Specifies specific creatures the interaction cannot target. |
IT_IMMUNE_CLASS | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Creature class | Specifies creature classes the interaction cannot target. |
IT_REQUIRES | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Creature token or property | Indicates that the target must have the specified property. Valid values:
|
IT_FORBIDDEN | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Creature token or property | Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES. |
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Prevents the interaction from targeting a creature that's already under the effect of the same interaction. | |
IT_CANNOT_HAVE_SYNDROME_CLASS | Within I_TARGET:CORPSE or I_TARGET:CREATURE | Syndrome class | Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value. |
IT_MATERIAL | Within I_TARGET:MATERIAL | Type | Specifies the type of material the interaction targets. Valid values:
|
I_EFFECT | Global | type | Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:
|
IE_TARGET | Within I_EFFECT | ID | Specifies which I_TARGET this effect will be applied to |
IE_INTERMITTENT | Within I_EFFECT | Frequency | Indicates that the effect happens intermittently and specifies roughly how often. Valid values:
|
IE_IMMEDIATE | Within I_EFFECT | Indicates that the effect happens immediately. | |
IE_LOCATION | Within I_EFFECT | Location Hint | Indicates where the effect can take place. Valid values:
|
IE_ARENA_NAME | Within I_EFFECT | text | Allows the interaction to be applied to newly spawned creatures in Arena mode. |
IE_GRIME_LEVEL | Within I_EFFECT:CLEAN | amount? | [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned. |
IE_SYNDROME_TAG | Within I_EFFECT:CLEAN | Syndrome flag | Indicates that cleaning off materials will activate their syndromes if they have this flag. |
GENERATED | Global | Indicates that this is a generated interaction. Cannot be specified in user-defined raws. |
Interaction Usage[edit]
In order to actually use an interaction, add the creature token [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through syndromes using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).
The following CDI tokens can be specified:
Token | Arguments | Description |
---|---|---|
INTERACTION | id | Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly. |
TARGET | target ID, target types | Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:
|
TARGET_RANGE | target ID, range | Specifies how far away the target can be, in tiles. |
LOCATION_HINT | Location Hint (see above) | ? |
USAGE_HINT | Usage hint token | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available. Valid values:
|
ADV_NAME | text | Specifies the interaction's name when used in Adventurer mode. |
MAX_TARGET_NUMBER | ID, number | Specifies the maximum number of things that can be selected for a particular I_TARGET. |
WAIT_PERIOD | number | Controls how often the interaction can be used. |
VERBAL | Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH. | |
VERBAL_SPEECH | filename | Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech. |
CAN_BE_MUTUAL | Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other. | |
FREE_ACTION | Indicates that performing the interaction doesn't take any time. | |
VERB | self:other:mutual | When a creature uses the interaction, a message will display, describing the source as doing this. |
VERB_REVERSE | ? | ? |
TARGET_VERB | self:other | When a creature uses the interaction, a message will display, describing the target as doing this. |
BP_REQUIRED | Body part criteria | Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token. |
FLOW | Breath attack token | Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE. |
MATERIAL | Material token:Breath attack token | Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE. |