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Difference between revisions of "Interaction token"
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| + | {{Quality|Fine}} | ||
{{av}} | {{av}} | ||
| + | {{Modding}} | ||
| − | The following [[token]]s can be used to define and use interactions. | + | The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]] [[Interaction_examples|examples]] of those may be necessary.'') |
| + | |||
| + | __TOC__ | ||
| + | {{clear}} | ||
==Definitions== | ==Definitions== | ||
| Line 11: | Line 16: | ||
! Description | ! Description | ||
| + | |- | ||
| + | | {{text anchor|INTERACTION}} | ||
| + | | Global | ||
| + | | ID | ||
| + | | Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places. | ||
|- | |- | ||
| − | | {{text anchor|EXPERIMENT_ONLY | + | | {{text anchor|EXPERIMENT_ONLY}} |
| Global | | Global | ||
| | | | ||
| − | | | + | | Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen. |
|- | |- | ||
| Line 22: | Line 32: | ||
| Global | | Global | ||
| type | | type | ||
| − | | Defines what things are capable of triggering this interaction | + | | Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values: |
| − | * '''CREATURE_ACTION''' - | + | * '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context. |
| − | * '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome# | + | * '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]]. |
| − | * '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome# | + | * '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]]. |
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]]. | * '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]]. | ||
| − | * '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. | + | * '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]]. |
| − | * '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. | + | * '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]]. |
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]]. | * '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]]. | ||
| − | * '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]]. | + | * '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants. |
| − | * '''EXPERIMENT''' - | + | * '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while "performing horrible experiments" in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely. |
| − | + | * '''MYTHICAL''' - Presumably used to upgrade creatures guarding a [[mysterious dungeon]]. | |
| + | * '''ITEM_POWER''' - Granted by a ◄[[magic]] item►. Currently can only be found on [[Primordial remnant#Equipment|remnant weapons]], which chooses a random interaction with this source. | ||
|- | |- | ||
| Line 38: | Line 49: | ||
| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
| − | | Describes what the interaction did to a historical figure; this is displayed in legends mode | + | | Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted). |
[IS_HIST_STRING_1: cursed] | [IS_HIST_STRING_1: cursed] | ||
| Line 46: | Line 57: | ||
| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
| − | | Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure | + | | Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted. |
[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] | ||
|- | |- | ||
| − | | {{text anchor|IS_TRIGGER_STRING | + | | {{text anchor|IS_TRIGGER_STRING}} |
| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
| Line 59: | Line 70: | ||
|- | |- | ||
| − | | {{text anchor|IS_TRIGGER_STRING_SECOND | + | | {{text anchor|IS_TRIGGER_STRING_SECOND}} |
| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person. | | Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person. | ||
| − | [ | + | [IS_TRIGGER_STRING_SECOND: have] |
|- | |- | ||
| − | | {{text anchor|IS_TRIGGER_STRING_THIRD | + | | {{text anchor|IS_TRIGGER_STRING_THIRD}} |
| Within I_SOURCE | | Within I_SOURCE | ||
| text | | text | ||
| Line 81: | Line 92: | ||
[IS_NAME:the secrets of life and death] | [IS_NAME:the secrets of life and death] | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| {{text anchor|IS_SPHERE}} | | {{text anchor|IS_SPHERE}} | ||
| Within I_SOURCE:SECRET | | Within I_SOURCE:SECRET | ||
| − | | [[Sphere]] | + | | [[Sphere#Available_spheres|sphere]] |
| − | | Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, | + | | Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres. |
|- | |- | ||
| Line 111: | Line 116: | ||
* '''SEE_THE_GREAT_NATURAL_SITES''' | * '''SEE_THE_GREAT_NATURAL_SITES''' | ||
* '''IMMORTALITY''' | * '''IMMORTALITY''' | ||
| − | However, currently only IMMORTALITY will result in a secret being pursued during | + | * '''MAKE_A_GREAT_DISCOVERY''' |
| + | * '''ATTAIN_RANK_IN_SOCIETY''' | ||
| + | * '''BATHE_WORLD_IN_CHAOS''' | ||
| + | However, currently only IMMORTALITY will result in a secret being pursued during worldgen. | ||
|- | |- | ||
| Line 118: | Line 126: | ||
| Secret Flag | | Secret Flag | ||
| Indicates how the secret can be learned. Valid values: | | Indicates how the secret can be learned. Valid values: | ||
| − | * '''SUPERNATURAL_LEARNING_POSSIBLE''' - the secret | + | * '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere. |
| − | * '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means | + | * '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]. |
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices | * '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices | ||
| − | * '''MUNDANE_RECORDING_POSSIBLE: | + | * '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means. |
|- | |- | ||
| Line 127: | Line 135: | ||
| 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 [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''' | + | | Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense. |
|- | |- | ||
| Line 133: | Line 141: | ||
| Within I_SOURCE:REGION | | Within I_SOURCE:REGION | ||
| Region type | | Region type | ||
| − | | Indicates what types of regions are capable of performing this interaction. | + | | Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values: |
| − | * '''ANY''' | + | |
| − | * '''ANY_TERRAIN''' | + | * '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment |
| + | |||
| + | [[Biome|Terrain]]: | ||
| + | |||
| + | * '''DESERT''' | ||
| + | * '''FOREST''' | ||
| + | * '''GLACIER''' | ||
| + | * '''GRASSLAND''' | ||
| + | * '''HILLS''' | ||
| + | * '''LAKE''' | ||
| + | * '''MOUNTAINS''' | ||
| + | * '''OCEAN''' | ||
| + | * '''SWAMP''' | ||
| + | * '''TUNDRA''' | ||
| + | * '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications | ||
| + | |||
| + | [[Surroundings#Combinations & characteristics of surroundings|Alignment]]: | ||
| + | |||
* '''NORMAL_ALLOWED''' | * '''NORMAL_ALLOWED''' | ||
* '''EVIL_ALLOWED''' | * '''EVIL_ALLOWED''' | ||
| Line 143: | Line 168: | ||
* '''GOOD_ONLY''' | * '''GOOD_ONLY''' | ||
* '''SAVAGE_ONLY''' | * '''SAVAGE_ONLY''' | ||
| − | + | ||
| + | |- | ||
| + | | {{text anchor|IS_FREQUENCY}} | ||
| + | | Within I_SOURCE | ||
| + | | Probability | ||
| + | | When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction. | ||
| + | |||
| + | Note: it appears that regions aren't allowed to possess more than a single regional interaction at present. | ||
| + | |||
| + | |- | ||
| + | | {{text anchor|IS_POWER_LEVEL}} | ||
| + | | Within I_SOURCE:MYTHICAL | ||
| + | | 1-3 | ||
| + | | Corresponds to the three tiers of [[mysterious dungeon]]. | ||
| + | |||
| + | |- | ||
| + | | {{text anchor|IS_DESCRIPTION}} | ||
| + | | Within I_SOURCE:ITEM_POWER | ||
| + | | string | ||
| + | | Adds the given string to the affected item's description. | ||
| + | |||
| + | |- | ||
| + | | {{text anchor|IS_CDI}} | ||
| + | | Within I_SOURCE:ITEM_POWER | ||
| + | | [[Interaction_token#Usage|CDI token]] | ||
| + | | Details the interaction that the item grants. Comparable to {{token|CAN_DO_INTERACTION}}. | ||
|- | |- | ||
| Line 167: | Line 217: | ||
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions. | * '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions. | ||
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]]. | * '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]]. | ||
| − | * '''RANDOM_NEARBY_LOCATION''' | + | * '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist. |
|- | |- | ||
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| type | | type | ||
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values: | | Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values: | ||
| − | * '''FLOW''':Breath attack token - | + | * '''FLOW''':Breath attack token - The emission will consist of the specified special flow type. |
| − | * '''MATERIAL''':[[Material token]]:Breath attack token - | + | * '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner. |
| − | * '''CONTEXT_MATERIAL''' - | + | * '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]]. |
|- | |- | ||
| Line 244: | Line 294: | ||
| type | | type | ||
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values: | | Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values: | ||
| − | * '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the [SYNDROME] tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information. | + | |
| + | * '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target. You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information. | ||
| + | |||
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. 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. If a regional interaction contains this effect, affected regions will have undead wildlife. | * '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. 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. If a regional interaction contains this effect, affected regions will have undead wildlife. | ||
| + | |||
* '''RESURRECT''' - Takes a target corpse and 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. | * '''RESURRECT''' - Takes a target corpse and 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. | ||
| − | * '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See | + | |
| + | * '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}} and {{token|IE_SYNDROME_TAG|in}}. | ||
| + | |||
* '''CONTACT''' - Causes the creatures to touch. | * '''CONTACT''' - Causes the creatures to touch. | ||
| + | |||
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction. | * '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction. | ||
| − | * '''HIDE''' - Allows the creature to hide even if another creature can see it. | + | |
| − | * '''CREATE_ITEM''' | + | * '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it. |
| − | * '''CHANGE_ITEM_QUALITY''' | + | |
| − | * '''SUMMON_UNIT''' | + | * '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}. |
| − | * '''PROPEL_UNIT''' | + | |
| − | * '''CHANGE_WEATHER''' | + | * '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected. |
| − | * '''RAISE_GHOST''' | + | |
| + | * '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}. | ||
| + | |||
| + | * '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back. | ||
| + | |||
| + | * '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}. | ||
| + | |||
| + | * '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently. | ||
| + | |||
| + | |- | ||
| + | | {{text anchor|IE_ARENA_NAME}} | ||
| + | | Within I_EFFECT | ||
| + | | text | ||
| + | | Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]]. | ||
|- | |- | ||
| Line 268: | Line 337: | ||
| Within I_EFFECT | | Within I_EFFECT | ||
| Frequency | | Frequency | ||
| − | | | + | | Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values: |
* '''WEEKLY''' | * '''WEEKLY''' | ||
| − | + | ||
| − | DAILY, MONTHLY and YEARLY also exist in the string dump but | + | Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present. |
| + | |||
|- | |- | ||
| {{text anchor|IE_IMMEDIATE}} | | {{text anchor|IE_IMMEDIATE}} | ||
| Line 282: | Line 352: | ||
| Within I_EFFECT | | Within I_EFFECT | ||
| Location Hint | | Location Hint | ||
| − | | | + | | Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. |
| + | Valid values: | ||
* '''IN_WATER''' | * '''IN_WATER''' | ||
* '''IN_MAGMA''' | * '''IN_MAGMA''' | ||
| Line 289: | Line 360: | ||
* '''NO_THICK_FOG''' | * '''NO_THICK_FOG''' | ||
* '''OUTSIDE''' | * '''OUTSIDE''' | ||
| − | A depth of 1/7 | + | A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA. |
| − | | | + | Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>. |
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| − | | {{text anchor|IE_ADD_WEATHER | + | | {{text anchor|IE_ADD_WEATHER}} |
| Within I_EFFECT:CHANGE_WEATHER | | Within I_EFFECT:CHANGE_WEATHER | ||
| type | | type | ||
| Line 305: | Line 372: | ||
* '''FOG_NORMAL''' | * '''FOG_NORMAL''' | ||
* '''FOG_THICK''' | * '''FOG_THICK''' | ||
| + | * '''FRONT_WARM''' | ||
| + | * '''FRONT_COLD''' | ||
* '''FRONT_OCCLUDED''' | * '''FRONT_OCCLUDED''' | ||
| − | |||
* '''STRATUS_ALTO''' | * '''STRATUS_ALTO''' | ||
* '''STRATUS_PROPER''' | * '''STRATUS_PROPER''' | ||
| Line 316: | Line 384: | ||
|- | |- | ||
| − | | {{text anchor|IE_REMOVE_WEATHER | + | | {{text anchor|IE_REMOVE_WEATHER}} |
| Within I_EFFECT:CHANGE_WEATHER | | Within I_EFFECT:CHANGE_WEATHER | ||
| type | | type | ||
| Line 330: | Line 398: | ||
| {{text anchor|IE_SYNDROME_TAG}} | | {{text anchor|IE_SYNDROME_TAG}} | ||
| Within I_EFFECT:CLEAN | | Within I_EFFECT:CLEAN | ||
| − | | | + | | syndrome trigger flag |
| − | | | + | | When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context. |
|- | |- | ||
| − | | {{text anchor|IE_PROPEL_FORCE | + | | {{text anchor|IE_PROPEL_FORCE}} |
| Within I_EFFECT:PROPEL_UNIT | | Within I_EFFECT:PROPEL_UNIT | ||
| amount | | amount | ||
| Line 340: | Line 408: | ||
|- | |- | ||
| − | | {{text anchor|IE_ITEM | + | | {{text anchor|IE_ITEM}} |
| Within I_EFFECT:CREATE_ITEM | | Within I_EFFECT:CREATE_ITEM | ||
| <probability>:<quantity>:[[item token]]:[[material token]] | | <probability>:<quantity>:[[item token]]:[[material token]] | ||
| Line 346: | Line 414: | ||
|- | |- | ||
| − | | {{text anchor|IE_ITEM_QUALITY | + | | {{text anchor|IE_ITEM_QUALITY}} |
| Within I_EFFECT:CREATE_ITEM | | Within I_EFFECT:CREATE_ITEM | ||
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]> | | <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]> | ||
| Line 359: | Line 427: | ||
|- | |- | ||
| − | | {{text anchor|IE_SET_QUALITY | + | | {{text anchor|IE_SET_QUALITY}} |
| Within I_EFFECT:CHANGE_ITEM_QUALITY | | Within I_EFFECT:CHANGE_ITEM_QUALITY | ||
| [[Interaction_token#IE_ITEM_QUALITY|quality level]] | | [[Interaction_token#IE_ITEM_QUALITY|quality level]] | ||
| Line 365: | Line 433: | ||
|- | |- | ||
| − | | {{text anchor|IE_CHANGE_QUALITY | + | | {{text anchor|IE_CHANGE_QUALITY}} |
| Within I_EFFECT:CHANGE_ITEM_QUALITY | | Within I_EFFECT:CHANGE_ITEM_QUALITY | ||
| amount | | amount | ||
| Line 371: | Line 439: | ||
|- | |- | ||
| − | | {{text anchor|CREATURE | + | | {{text anchor|CREATURE}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <creature token>:<caste token> | | <creature token>:<caste token> | ||
| Line 377: | Line 445: | ||
|- | |- | ||
| − | | {{text anchor|IE_CREATURE_FLAG | + | | {{text anchor|IE_CREATURE_FLAG}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]> | | <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]> | ||
| − | | | + | | When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned. |
|- | |- | ||
| − | | {{text anchor|IE_FORBIDDEN_CREATURE_FLAG | + | | {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]> | | <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]> | ||
| − | | | + | | When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned. |
|- | |- | ||
| − | | {{text anchor|IE_CREATURE_CASTE_FLAG | + | | {{text anchor|IE_CREATURE_CASTE_FLAG}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]> | | <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]> | ||
| − | | | + | | When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned. |
|- | |- | ||
| − | | {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG | + | | {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]> | | <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]> | ||
| − | | | + | | When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned. |
|- | |- | ||
| − | | {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED | + | | {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| − | | | + | | <minimum [[Gait#Speed|gait speed]]> |
| − | | | + | | When this token is added to a random creature summoning effect, it 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]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222] |
|- | |- | ||
| − | | {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED | + | | {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| − | | | + | | <maximum [[Gait#Speed|gait speed]]> |
| − | | | + | | When this token is added to a random creature summoning effect, it 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] |
|- | |- | ||
| − | | {{text anchor|IE_TIME_RANGE | + | | {{text anchor|IE_TIME_RANGE}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]> | | <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]> | ||
| Line 419: | Line 487: | ||
|- | |- | ||
| − | | {{text anchor|IE_MAKE_PET_IF_POSSIBLE | + | | {{text anchor|IE_MAKE_PET_IF_POSSIBLE}} |
| Within I_EFFECT:SUMMON_UNIT | | Within I_EFFECT:SUMMON_UNIT | ||
| | | | ||
| Line 434: | Line 502: | ||
==Usage== | ==Usage== | ||
| − | + | To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below. | |
| − | The following CDI tokens | + | Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required. |
| + | |||
| + | The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example. | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#C0C0C0" | |- bgcolor="#C0C0C0" | ||
| Line 445: | Line 515: | ||
|- | |- | ||
| {{text anchor|INTERACTION}} | | {{text anchor|INTERACTION}} | ||
| − | | | + | | ID |
| − | | Specifies which interaction can be performed. | + | | Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]). |
| + | |||
| + | |- | ||
| + | | {{text anchor|ADV_NAME}} | ||
| + | | text | ||
| + | | Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu. | ||
| + | |||
| + | |- | ||
| + | | {{text anchor|TOKEN}} | ||
| + | | ID | ||
| + | | Specifies a reference for the interaction graphics icon as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu{{verify}}. | ||
|- | |- | ||
| Line 454: | Line 534: | ||
* '''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 | ||
| − | * '''DISTURBER_ONLY''' - the target must be whoever disturbed the source | + | * '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]]) |
* '''SELF_ALLOWED''' - the target can be the source | * '''SELF_ALLOWED''' - the target can be the source | ||
* '''SELF_ONLY''' - the target '''must''' be the source | * '''SELF_ONLY''' - the target '''must''' be the source | ||
| Line 461: | Line 541: | ||
| {{text anchor|TARGET_RANGE}} | | {{text anchor|TARGET_RANGE}} | ||
| target ID, range | | target ID, range | ||
| − | | | + | | Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground. |
| + | |||
| + | |- | ||
| + | | {{text anchor|MAX_TARGET_NUMBER}} | ||
| + | | ID, number | ||
| + | | Specifies the maximum number of things that can be selected for a particular I_TARGET. | ||
|- | |- | ||
| {{text anchor|LOCATION_HINT}} | | {{text anchor|LOCATION_HINT}} | ||
| − | | Location Hint | + | | Location Hint |
| − | | | + | | Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values. |
|- | |- | ||
| {{text anchor|USAGE_HINT}} | | {{text anchor|USAGE_HINT}} | ||
| Usage hint token | | Usage hint token | ||
| − | | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be | + | | Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at every opportunity in combat. Multiple usage hints may be specified. Valid values: |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random. | * '''GREETING''' - Creatures will target 'friendly' creatures, usually at random. | ||
| − | |||
| − | |||
* '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it. | * '''ATTACK''' - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it. | ||
| − | * '''DEFEND''' | + | * '''DEFEND''' - Used in combat. Creature will target itself. |
* '''FLEEING''' - Used when fleeing an enemy. Creature will target itself. | * '''FLEEING''' - Used when fleeing an enemy. Creature will target itself. | ||
| − | * '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). | + | * '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s. |
| − | * ''' | + | * '''CLEAN_FRIEND''' - As above, but targets other friendly units instead. |
| + | * '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example. | ||
| + | * '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context. | ||
| + | * '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller. | ||
| + | * '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller. | ||
| + | * '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller. | ||
| + | * '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller. | ||
| + | * '''MAJOR_CURSE''' - Used in disturbance and deity curses. Targets the tomb disturber/temple defiler. | ||
|- | |- | ||
| − | | {{text anchor| | + | | {{text anchor|WAIT_PERIOD}} |
| − | | | + | | number |
| − | | | + | | The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether. |
| + | Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]]. | ||
|- | |- | ||
| − | | {{text anchor| | + | | {{text anchor|FREE_ACTION}} |
| − | | | + | | |
| − | | | + | | Indicates that performing the interaction doesn't take any time. |
|- | |- | ||
| − | | {{text anchor| | + | | {{text anchor|BP_REQUIRED}} |
| − | | | + | | Body part criteria |
| − | | | + | | Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example), or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]]. |
|- | |- | ||
| {{text anchor|VERBAL}} | | {{text anchor|VERBAL}} | ||
| | | | ||
| − | | Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH. | + | | Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction. Might also be needed for VERBAL_SPEECH. |
|- | |- | ||
| {{text anchor|VERBAL_SPEECH}} | | {{text anchor|VERBAL_SPEECH}} | ||
| − | | | + | | text set |
| − | | Specifies what the creature says when they perform the interaction. | + | | Specifies what the creature says when they perform the interaction. Text sets are defined in text_* raws. |
|- | |- | ||
| {{text anchor|CAN_BE_MUTUAL}} | | {{text anchor|CAN_BE_MUTUAL}} | ||
| | | | ||
| − | | Presumably | + | | Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other. |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| {{text anchor|VERB}} | | {{text anchor|VERB}} | ||
| self:other:mutual | | self:other:mutual | ||
| − | | When a creature uses the interaction, a message will | + | | When a creature uses the interaction, a combat report message will be displayed in the form: |
| + | |||
| + | [interaction user(s)] [VERB text] [target creature (if applicable)] | ||
| + | |||
| + | The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion. | ||
| + | |||
| + | [CDI:VERB:lick:licks:lick each other] | ||
| + | |||
| + | [CDI:VERB:gesture:gestures:NA] | ||
|- | |- | ||
| Line 535: | Line 624: | ||
| self:other | | 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. | ||
| − | + | [CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move] | |
| − | |||
| − | |||
| − | |||
| − | |||
|- | |- | ||
| {{text anchor|FLOW}} | | {{text anchor|FLOW}} | ||
| [[#Breath Attack Types|Breath attack token]] | | [[#Breath Attack Types|Breath attack token]] | ||
| − | | | + | | Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values: |
| + | * '''[[Interaction_token#FIREBALL|FIREBALL]]''' | ||
| + | * '''[[Interaction_token#FIREJET|FIREJET]]''' | ||
| + | * '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''. | ||
|- | |- | ||
| {{text anchor|MATERIAL}} | | {{text anchor|MATERIAL}} | ||
| − | | [[Material token]]:Breath attack token | + | | [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]] |
| − | | | + | | Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used. |
|} | |} | ||
| Line 574: | Line 662: | ||
[CDI:TARGET:C:LINE_OF_SIGHT] | [CDI:TARGET:C:LINE_OF_SIGHT] | ||
| − | LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be). | + | LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks) and TOUCHABLE (for up-close attacks, as trailing flows tend to be). |
===Breath Attack Types=== | ===Breath Attack Types=== | ||
| − | + | '''[CDI:MATERIAL:<[[material token]]>:<material emission type>]''' | |
| + | |||
| + | Is used to emit a specific material in a specific manner. A list of valid emission types can be found below. | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | [CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]] | ||
| + | shoots a sharp [[gabbro]] rock | ||
| + | [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]] | ||
| + | releases a cloud of [[Cave wheat|dwarven wheat flour]] | ||
| + | [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]] | ||
| + | creates a pool of [[dwarf|dwarven]] tears | ||
| + | |||
| + | |||
| + | '''[CDI:FLOW:<flow emission type>]''' | ||
| + | |||
| + | Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]] or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]). | ||
| + | |||
| + | Example: | ||
| + | |||
| + | [CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]] | ||
| − | |||
| − | |||
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 589: | Line 695: | ||
! Description | ! Description | ||
|- | |- | ||
| − | | TRAILING_DUST_FLOW | + | | {{text anchor|TRAILING_DUST_FLOW}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]]. |
|- | |- | ||
| − | | TRAILING_VAPOR_FLOW | + | | {{text anchor|TRAILING_VAPOR_FLOW}} |
| MATERIAL | | MATERIAL | ||
| − | | Shoots a trail of liquid mist at the target | + | | Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]]. |
|- | |- | ||
| − | | TRAILING_GAS_FLOW | + | | {{text anchor|TRAILING_GAS_FLOW}} |
| MATERIAL | | MATERIAL | ||
| − | | Shoots a trail of | + | | Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]]. |
|- | |- | ||
| − | | TRAILING_ITEM_FLOW:[[item token]] | + | | {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]] |
| MATERIAL | | MATERIAL | ||
| − | | Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel" | + | | Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel". |
|- | |- | ||
| − | | | + | | {{text anchor|UNDIRECTED_DUST}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. <s>DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.</s> You know you want to. |
|- | |- | ||
| − | | | + | | {{text anchor|UNDIRECTED_VAPOR}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance. |
|- | |- | ||
| − | | | + | | {{text anchor|UNDIRECTED_GAS}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance. |
|- | |- | ||
| − | | | + | | {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]] |
| MATERIAL | | MATERIAL | ||
| − | | | + | | The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]]. |
|- | |- | ||
| − | | | + | | {{text anchor|WEATHER_CREEPING_DUST}} |
| MATERIAL | | MATERIAL | ||
| − | | Creates a | + | | Creates a cloud of creeping dust. Not usable by creatures. |
|- | |- | ||
| − | | | + | | {{text anchor|WEATHER_CREEPING_VAPOR}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | Creates a cloud of creeping vapor. Not usable by creatures. |
|- | |- | ||
| − | | | + | | {{text anchor|WEATHER_CREEPING_GAS}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures. |
|- | |- | ||
| − | | | + | | {{text anchor|WEATHER_FALLING_MATERIAL}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures. |
|- | |- | ||
| − | | | + | | {{text anchor|SOLID_GLOB}} |
| MATERIAL | | MATERIAL | ||
| − | | | + | | Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them. |
|- | |- | ||
| − | | | ||