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Difference between revisions of "v0.34:Interaction token"

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| Indicates why a deity or creature would choose to perform this interaction. Usually MAJOR_CURSE for deities; GREETING, CLEAN_SELF, CLEAN_FRIEND, ATTACK, and FLEEING are all for creatures and are generally self-explanatory.
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| Indicates why a deity or creature would choose to perform this interaction. Usually MAJOR_CURSE for deities and disturbed; GREETING, CLEAN_SELF, CLEAN_FRIEND, ATTACK, and FLEEING are all for creatures and are generally self-explanatory.
  
 
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Revision as of 05:02, 20 February 2012

This article is about an older version of DF.

The following tokens can be used to define and use interactions.

Interaction Definitions

Token Context Arguments Description
I_SOURCE Global type Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:
  • REGION - The interaction takes place in particular types of regions in the world.
  • UNDERGROUND_SPECIAL - The interaction takes place in curious underground structures.
  • SECRET - The interaction is a secret that can be learned by particular individuals.
  • DISTURBANCE - The interaction is triggered when disturbing a tomb.
  • DEITY - The interaction is inflicted upon mortals by the gods.
  • ATTACK - The interaction is triggered by an attack during combat.
  • INGESTION - The interaction is triggered by eating or drinking something.
  • CREATURE_ACTION - The interaction is triggered by an explicit action.
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 targetted 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 ?
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:
  • ANY
  • ANY_TERRAIN
  • NORMAL_ALLOWED
  • EVIL_ALLOWED
  • GOOD_ALLOWED
  • SAVAGE_ALLOWED
  • EVIL_ONLY
  • GOOD_ONLY
  • SAVAGE_ONLY
  • Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS
IS_SPHERE Within I_SOURCE:SECRET Sphere Indicates the sphere to which this secret pertains.
IS_SECRET_GOAL Within I_SOURCE:SECRET Secret Goal token Indicates why somebody would want to learn the secret. Valid values:
  • IMMORTALITY
IS_SECRET Within I_SOURCE:SECRET Secret Flag Indicates how the secret can be learned. Valid values:
  • SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means
  • MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means
  • 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.
IS_USAGE_HINT Within I_SOURCE:DEITY, I_SOURCE:CREATURE_ACTION, or I_SOURCE:DISTURBANCE Usage Hint token Indicates why a deity or creature would choose to perform this interaction. Usually MAJOR_CURSE for deities and disturbed; GREETING, CLEAN_SELF, CLEAN_FRIEND, ATTACK, and FLEEING are all for creatures and are generally self-explanatory.
I_TARGET Global id, type Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:
  • CORPSE
  • CREATURE
  • MATERIAL
  • LOCATION
IT_LOCATION Within I_TARGET Location Narrows down exactly what the interaction targets. Valid values:
  • CONTEXT_REGION
  • CONTEXT_CREATURE
  • CONTEXT_ITEM
  • CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).
  • CONTEXT_LOCATION
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 ? 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 ? 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:
  • FIT_FOR_ANIMATION
  • FIT_FOR_RESURRECTION
  • HAS_BLOOD
  • MORTAL
  • NO_AGING
  • STERILE
  • Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKESFIGHTING, MISCHIEVIOUS / MISCHIEVOUS, 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
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 targetting 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 targetting 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:
  • FLOW:Breath attack token - Specifies an attack not made of any material.
  • MATERIAL:Material token:Breath attack token - Specifies an attack made of a specific material.
  • CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).
I_EFFECT Global type Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:
  • ANIMATE
  • RESURRECT
  • ADD_SYNDROME
  • CLEAN
  • HIDE
  • CONTACT
  • MATERIAL_EMISSION
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:
  • WEEKLY
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:
  • IN_WATER
  • IN_MAGMA
  • NO_WATER
  • NO_MAGMA
IE_ARENA_NAME Within I_EFFECT text Allows the interaction to be applied to newly spawned creatures in Arena mode.
GENERATED Global Indicates that this is a generated interaction. Cannot be specified in user-defined raws.

Interaction Usage

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. Valid target types:
  • LINE_OF_SIGHT - the source needs to be able to see the target
  • TOUCHABLE - the source needs to be able to touch the target
  • DISTURBER_ONLY - the target must be whoever disturbed the source
  • SELF_ALLOWED - the target can be the source
  • SELF_ONLY - the target must be the source
TARGET_RANGE target ID, range Specifies how far away the target can be, in tiles.
LOCATION_HINT Location Hint (see avove) ?
USAGE_HINT Usage hint token Indicates how the interaction is to be used. Valid values:
  • MAJOR_CURSE
  • GREETING
  • CLEAN_SELF
  • CLEAN_FRIEND
  • ATTACK
  • FLEEING
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 When the creature performs the interaction, they will speak a line of text to their target.
VERBAL_SPEECH filename Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.
CAN_BE_MUTUAL ?
FREE_ACTION Indicates that performing the interaction doesn't take any time.
VERB self:other:? When a creature uses the interaction, a message will display, describing the source as doing this.
VERB_REVERSE ? ?
TARGET_VERB plural:singular 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.

See Also