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Difference between revisions of "DF2014 Talk:Syndrome"
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(Not sure where to add the new syndrome tokens. Copy/pasted them from file changes, and put a brief summery of what they appear to do at bottom.) |
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− | < | + | I'm not quite sure where to add the new syndrome tokens into here, file changes in v0.42.01 list the following as new syndrome tokens (direct copy/past from file changes): |
+ | |||
+ | |||
+ | " | ||
+ | new syndrome tokens | ||
+ | [SYN_CONCENTRATION_ADDED:<amount>:<max>] | ||
+ | each 100 of amount will contribute SEV in general to each effect (before dilution), max goes up to 1000 | ||
+ | the concentration does not decrease, but will stay at the maximum attained until the syndrome wears off | ||
+ | [SYN_IDENTIFIER:<token>] | ||
+ | causes these syndromes to use the same concentration pool, first one in wins (the rest just stack) | ||
+ | would be better to make syndromes their own raw at this point to needing this, will happen later | ||
+ | [SYN_NO_HOSPITAL] | ||
+ | affected creature will not go to the hospital for effects no matter how bad they get | ||
+ | base effect tokens | ||
+ | ABRUPT_START, ABRUPT_END -- without these, effects will generally build toward the peak and then drop off | ||
+ | DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode | ||
+ | new effects | ||
+ | [CE_CHANGE_PERSONALITY:FACET:<facet token>:<amount>:<base effect tokens>] | ||
+ | can have multiple facets in one effect by listing them as FACET:<token>:<amount> over and over -- see inebriation | ||
+ | [CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<amount>:<base effect tokens>] | ||
+ | due to the way emotions work, you'll need additional effects for each emotion you want to stack | ||
+ | [CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect tokens>] | ||
+ | " | ||
+ | |||
+ | Briefish summery of above (I can't recall the formatting to make it more neat to read, edit mode looks nicer): | ||
+ | * Increases severity in general based to each effect, prior to dilution, on concentration amount (I think?) until syndrome wears off | ||
+ | * Setting syndromes to use same concentration pool, 1st one in wins rest stack | ||
+ | * Make creatures not go to hospital for it at all | ||
+ | * Making effects start/stop suddenly, rather than building up to a peak and dropping off. | ||
+ | * make effects last longer in dwarf mode | ||
+ | * Personality/Emotion changes (This looks interesting) | ||
+ | * Erratic Behavior | ||
+ | [[User:Aranna|Aranna]] ([[User talk:Aranna|talk]]) 08:17, 4 December 2015 (UTC) |
Revision as of 08:17, 4 December 2015
I'm not quite sure where to add the new syndrome tokens into here, file changes in v0.42.01 list the following as new syndrome tokens (direct copy/past from file changes):
"
new syndrome tokens
[SYN_CONCENTRATION_ADDED:<amount>:<max>]
each 100 of amount will contribute SEV in general to each effect (before dilution), max goes up to 1000
the concentration does not decrease, but will stay at the maximum attained until the syndrome wears off
[SYN_IDENTIFIER:<token>]
causes these syndromes to use the same concentration pool, first one in wins (the rest just stack)
would be better to make syndromes their own raw at this point to needing this, will happen later
[SYN_NO_HOSPITAL]
affected creature will not go to the hospital for effects no matter how bad they get
base effect tokens
ABRUPT_START, ABRUPT_END -- without these, effects will generally build toward the peak and then drop off
DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode
new effects
[CE_CHANGE_PERSONALITY:FACET:<facet token>:<amount>:<base effect tokens>]
can have multiple facets in one effect by listing them as FACET:<token>:<amount> over and over -- see inebriation
[CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<amount>:<base effect tokens>]
due to the way emotions work, you'll need additional effects for each emotion you want to stack
[CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect tokens>]
"
Briefish summery of above (I can't recall the formatting to make it more neat to read, edit mode looks nicer):
- Increases severity in general based to each effect, prior to dilution, on concentration amount (I think?) until syndrome wears off
- Setting syndromes to use same concentration pool, 1st one in wins rest stack
- Make creatures not go to hospital for it at all
- Making effects start/stop suddenly, rather than building up to a peak and dropping off.
- make effects last longer in dwarf mode
- Personality/Emotion changes (This looks interesting)
- Erratic Behavior