v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Interaction token

From Dwarf Fortress Wiki
Revision as of 17:31, 10 December 2024 by 66.119.200.126 (talk) (→‎Usage: "the" is bad grammar here)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
This article is about the current version of DF.
Note that some content may still need to be updated.


The following tokens 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, some examples of those may be necessary.)

Definitions[edit]

Token Context Arguments Description
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.
EXPERIMENT_ONLY 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.
I_SOURCE Global type Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
  • CREATURE_ACTION - Specifies that the interaction may be used in conjunction with [CAN_DO_INTERACTION] and [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 [SPECIALATTACK_INTERACTION] and [CE_SPECIAL_ATTACK_INTERACTION].
  • INGESTION - Allows the interaction to be used in conjunction with [CE_BODY_MAT_INTERACTION].
  • DEITY - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [IS_USAGE_HINT].
  • SECRET - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [IS_SECRET]. Appropriate interaction effects with a 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 [IS_SECRET_GOAL] and [IS_SPHERE].
  • REGION - Allows the interaction to take place spontaneously in regions specified using [IS_REGION]. Also see [IS_FREQUENCY] and [IE_INTERMITTENT].
  • DISTURBANCE - Allows the interaction to take place spontaneously in disturbed tombs; generated interactions with this token are used to create mummies.
  • UNDERGROUND_SPECIAL - Allows the interaction to take place spontaneously in curious underground structures (which no longer generate); generated interactions with this token used to be used to produce zombies when creating the structure's inhabitants.
  • 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 remnant weapons, which chooses a random interaction with this source.
IS_HIST_STRING_1 Within I_SOURCE text 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 [I_SOURCE:INGESTION], the historical figure from whom the consumed material was extracted).

[IS_HIST_STRING_1: cursed]

IS_HIST_STRING_2 Within I_SOURCE text 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 [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_TRIGGER_STRING Within I_SOURCE text Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by IS_TRIGGER_STRING_SECOND or IS_TRIGGER_STRING_THIRD. May be limited to [I_SOURCE:DEITY] and [I_SOURCE:EXPERIMENT] interactions at present; this still needs to be tested.

[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]

IS_TRIGGER_STRING_SECOND Within I_SOURCE text Presented before the IS_TRIGGER_STRING when describing the event in the second person.

[IS_TRIGGER_STRING_SECOND: have]

IS_TRIGGER_STRING_THIRD Within I_SOURCE text Presented before the IS_TRIGGER_STRING when describing the event in the third person.

[IS_TRIGGER_STRING_THIRD: has]

IS_NAME Within I_SOURCE string Generally used with [I_SOURCE:SECRET] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.

[IS_NAME:the secrets of life and death]

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, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.
IS_SECRET_GOAL Within I_SOURCE:SECRET Secret Goal token Indicates why somebody would want to learn the secret. Valid values:
  • STAY_ALIVE
  • MAINTAIN_ENTITY_STATUS
  • START_A_FAMILY
  • RULE_THE_WORLD
  • CREATE_A_GREAT_WORK_OF_ART
  • CRAFT_A_MASTERWORK
  • BRING_PEACE_TO_THE_WORLD
  • BECOME_A_LEGENDARY_WARRIOR
  • MASTER_A_SKILL
  • FALL_IN_LOVE
  • SEE_THE_GREAT_NATURAL_SITES
  • IMMORTALITY
  • 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.

IS_SECRET Within I_SOURCE:SECRET Secret Flag Indicates how the secret can be learned. Valid values:
  • SUPERNATURAL_LEARNING_POSSIBLE - gods may gift the secret to their worshippers. Secrets with [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. This doesn't do anything at present. [1].
  • MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices
  • 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.
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, MINOR_BLESSING, MEDIUM_BLESSING, MINOR_CURSE, MEDIUM_CURSE, and MAJOR_CURSE are the only values that make sense.
IS_REGION Within I_SOURCE:REGION Region type 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 permits the interaction to occur in all regions, regardless of terrain or alignment

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

Alignment:

  • NORMAL_ALLOWED
  • EVIL_ALLOWED
  • GOOD_ALLOWED
  • SAVAGE_ALLOWED
  • EVIL_ONLY
  • GOOD_ONLY
  • SAVAGE_ONLY
IS_FREQUENCY Within I_SOURCE Probability When used with [I_SOURCE:REGION], determines how likely it is for the region(s) specified via [IS_REGION] to possess this interaction.

Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.

IS_POWER_LEVEL Within I_SOURCE:MYTHICAL 1-3 Corresponds to the three tiers of mysterious dungeon.
IS_DESCRIPTION Within I_SOURCE:ITEM_POWER string Adds the given string to the affected item's description.
IS_CDI Within I_SOURCE:ITEM_POWER CDI token Details the interaction that the item grants. Comparable to [CAN_DO_INTERACTION].
I_TARGET Global ID, type Defines the targets available for subsequent use with [I_EFFECT] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [IE_TARGET]). Valid values:
IT_LOCATION Within I_TARGET Location This is often included after [I_TARGET] token to add more detail about the target. Valid values:
  • CONTEXT_CREATURE - Used with CREATURE to target the whole unit.
  • CONTEXT_BP - Used with CREATURE to target the body part specified in [CDI:BP_REQUIRED].
  • CONTEXT_LOCATION - Used with LOCATION to target only a tile.
  • CONTEXT_CREATURE_OR_LOCATION - Used with LOCATION to allow for targetting of both creatures and tiles.
  • CONTEXT_ITEM - Used with CORPSE.
  • CONTEXT_REGION - Can only be used by [I_SOURCE:REGION] interactions.
  • CONTEXT_MATERIAL - Used with MATERIAL if you want an [I_EFFECT:MATERIAL_EMISSION] to obtain the emission material/flow type from [CDI:MATERIAL] or [CDI:FLOW].
  • 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.
IT_MANUAL_INPUT Within I_TARGET text Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.
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:
  • FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.)
  • FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached.
  • HAS_BLOOD
  • MORTAL
  • NO_AGING
  • STERILE
  • Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, 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
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; currently only used for MATERIAL_EMISSION interaction effects. See Breath Attack Types. Valid values:
  • FLOW:Breath attack token - The emission will consist of the specified special flow type.
  • MATERIAL:Material token:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.
  • CONTEXT_MATERIAL - Indicates the emission details should be obtained from [CDI:MATERIAL] or [CDI:FLOW].
I_EFFECT Global 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:
  • 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 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.
  • 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.
  • CONTACT - Causes the creatures to touch.
  • 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.
  • CHANGE_ITEM_QUALITY - Alters an item's quality level as indicated by either [IE_CHANGE_QUALITY] or [IE_SET_QUALITY]. When targeting a unit, all items equipped by that unit will be affected.
  • PROPEL_UNIT - Applies a force specified using [IE_PROPEL_FORCE] to a unit to knock it back.
  • RAISE_GHOST - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.
IE_ARENA_NAME Within I_EFFECT text Allows the interaction effect to be applied directly to newly spawned creatures in arena mode. The specified name is used to represent it within the creature creation effects list.
IE_TARGET Within I_EFFECT ID Specifies which I_TARGET a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.
IE_INTERMITTENT Within I_EFFECT 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

Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.

IE_IMMEDIATE Within I_EFFECT Indicates that the effect happens immediately.
IE_LOCATION Within I_EFFECT 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_MAGMA
  • NO_WATER
  • NO_MAGMA
  • NO_THICK_FOG
  • OUTSIDE

A 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 [CDI:LOCATION_HINT].

IE_ADD_WEATHER Within I_EFFECT:CHANGE_WEATHER type Indicates what type of weather is added. Valid values:
  • FOG_MIST
  • FOG_NORMAL
  • FOG_THICK
  • FRONT_WARM
  • FRONT_COLD
  • FRONT_OCCLUDED
  • STRATUS_ALTO
  • STRATUS_PROPER
  • STRATUS_NIMBUS
  • CUMULUS_MED
  • CUMULUS_MULTI
  • CUMULUS_NIMBUS
  • CIRRUS
IE_REMOVE_WEATHER Within I_EFFECT:CHANGE_WEATHER type Indicates what type of weather is removed. See above for a list of valid weather types.
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 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 trigger flag. This is what enables cats to become slightly inebriated when licking off alcohol. SYN_INGESTED appears to be the only syndrome trigger flag that works in this context.
IE_PROPEL_FORCE Within I_EFFECT:PROPEL_UNIT amount Indicates the amount of force that the target will be propelled with.
IE_ITEM Within I_EFFECT:CREATE_ITEM <probability>:<quantity>:item token:material token Defines what item will be created.
IE_ITEM_QUALITY Within I_EFFECT:CREATE_ITEM <quality> OR <minimum quality>:<maximum quality> Defines what quality the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):
  • 0 = ordinary
  • 1 = well-crafted
  • 2 = finely crafted
  • 3 = superior quality
  • 4 = exceptional
  • 5 = masterwork
  • ARTIFACT
IE_SET_QUALITY Within I_EFFECT:CHANGE_ITEM_QUALITY quality level Defines a fixed quality level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See above for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).
IE_CHANGE_QUALITY Within I_EFFECT:CHANGE_ITEM_QUALITY amount Determines how much the quality of the item(s) will be changed. For instance, improving a well-crafted -item- (quality level 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).
CREATURE Within I_EFFECT:SUMMON_UNIT <creature token>:<caste token> Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.
IE_CREATURE_FLAG Within I_EFFECT:SUMMON_UNIT <creature flag> When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified creature flag. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
IE_FORBIDDEN_CREATURE_FLAG Within I_EFFECT:SUMMON_UNIT <creature flag> When this token is added to a random creature summoning effect, any creature with the specified 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.
IE_CREATURE_CASTE_FLAG Within I_EFFECT:SUMMON_UNIT <caste flag> When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified caste flag. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
IE_FORBIDDEN_CREATURE_CASTE_FLAG Within I_EFFECT:SUMMON_UNIT <caste flag> When this token is added to a random creature summoning effect, it excludes any creature with the specified caste flag. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED Within I_EFFECT:SUMMON_UNIT <minimum 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 <energy expenditure> of 0 and a <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). [2]
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED Within I_EFFECT:SUMMON_UNIT <maximum 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 <energy expenditure> of 0 and a <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). [3]
IE_TIME_RANGE Within I_EFFECT:SUMMON_UNIT <minimum ticks>:<maximum ticks> The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.
IE_MAKE_PET_IF_POSSIBLE Within I_EFFECT:SUMMON_UNIT Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.
GENERATED Global Indicates that this is a generated interaction. Cannot be specified in user-defined raws.


Usage[edit]

To enable a particular type of creature to use an interaction directly, the creature token [CAN_DO_INTERACTION:<interaction name>] should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called [INTERACTION:CLEANING] in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.

Interactions can also be granted to individual creatures via syndromes using the syndrome effect token [CE_CAN_DO_INTERACTION] followed by [CDI:INTERACTION:<interaction name>] and additional CDI tokens as required.

The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of [CDI:ADV_NAME:Clean], for example.

Token Arguments Description
INTERACTION ID Specifies which interaction can be performed. This is only needed following CE_CAN_DO_INTERACTION; there's no need to include this after CAN_DO_INTERACTION as the latter allows you to specify the interaction directly (as explained above).
ADV_NAME text Specifies the name of the interaction as it will appear on the adventure mode 'powers/abilities' menu.
TARGET target ID, target types Specifies how the creature chooses what to target. 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
  • TOUCHABLE - the source needs to be able to touch the target
  • DISTURBER_ONLY - the target must be whoever disturbed the source (this is currently only relevant to mummies, allowing them to curse solely the unit who disturbed their resting place)
  • SELF_ALLOWED - the target can be the source
  • SELF_ONLY - the target must be the source
TARGET_RANGE target ID, range Determines the maximum distance from the interaction user (in tiles) at which something can be considered a valid target. For SOLID_GLOB, SHARP_ROCK, LIQUID_GLOB and FIREBALL breath attacks, also determines how far the projectiles can fly before falling to the ground.
MAX_TARGET_NUMBER ID, number Specifies the maximum number of things that can be selected for a particular I_TARGET.
LOCATION_HINT Location Hint Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See above for a list of valid location hint values.
USAGE_HINT Usage hint token 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.
  • ATTACK - Targets enemy creatures in combat. If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.
  • DEFEND - Used in combat. Creature will target itself.
  • FLEEING - Used when fleeing an enemy. Creature will target itself.
  • CLEAN_SELF - Creature targets itself when its body is covered with contaminants.
  • 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.
WAIT_PERIOD number The creature must wait the specified number of 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.

FREE_ACTION Indicates that performing the interaction doesn't take any time.
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 (GRASP, for example), or BY_TOKEN:token (uses the body part ID). See body token.
VERBAL Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH.
VERBAL_SPEECH text set Specifies what the creature says when they perform the interaction. Text sets are defined in text_* raws.
CAN_BE_MUTUAL Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.
VERB self:other:mutual 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 mutual fashion.

[CDI:VERB:lick:licks:lick each other]

[CDI:VERB:gesture:gestures:NA]

VERB_REVERSE ? ?
TARGET_VERB self:other 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]

FLOW Breath attack token Can be used with interactions that have [I_EFFECT:MATERIAL_EMISSION] and [IT_LOCATION:CONTEXT_MATERIAL] (or [IT_MATERIAL:CONTEXT_MATERIAL]) to make the interaction emit a special flow type. Valid values:
MATERIAL Material token:Breath attack token Can be used with interactions that have [I_EFFECT:MATERIAL_EMISSION] and [IT_LOCATION:CONTEXT_MATERIAL] (or [IT_MATERIAL:CONTEXT_MATERIAL]) to make the interaction emit the specified material in the manner described by the breath attack token used.

Breath attacks[edit]

Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:

 [CAN_DO_INTERACTION:MATERIAL_EMISSION]
 		[CDI:ADV_NAME:Breath custom material]
 		[CDI:USAGE_HINT:ATTACK]
 		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
 		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]
 		[CDI:TARGET:C:LINE_OF_SIGHT]
 		[CDI:TARGET_RANGE:C:15]
 		[CDI:MAX_TARGET_NUMBER:C:1]
 		[CDI:WAIT_PERIOD:50]

The most important part is this line:

 [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]

The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:

 [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).

Breath Attack Types[edit]

   [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:SHARP_ROCK]

shoots a sharp gabbro rock

   [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:UNDIRECTED_DUST]

releases a cloud of dwarven wheat flour

   [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:SPATTER_LIQUID]

creates a pool of dwarven tears


   [CDI:FLOW:<flow emission type>]

Is used to emit one of the special hardcoded flow types (FIREBALL, FIREJET or DRAGONFIRE).

Example:

   [CDI:FLOW:DRAGONFIRE]


Token Usage Type Description
TRAILING_DUST_FLOW 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 covered with dust; this will trigger any associated contact syndromes.
TRAILING_VAPOR_FLOW MATERIAL Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be covered with the condensed liquid; this will trigger any associated contact syndromes.
TRAILING_GAS_FLOW MATERIAL Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated inhalation syndromes.
TRAILING_ITEM_FLOW:item token 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".
UNDIRECTED_DUST MATERIAL The creature releases a cloud of solid dust which spreads and dissipates. Similar to 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. DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING. You know you want to.
UNDIRECTED_VAPOR MATERIAL The creature releases a cloud of liquid mist which spreads and dissipates. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance.
UNDIRECTED_GAS MATERIAL The creature releases a cloud of gaseous material which spreads and dissipates. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance.
UNDIRECTED_ITEM_CLOUD:item token MATERIAL The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as TRAILING_ITEM_FLOW.
WEATHER_CREEPING_DUST MATERIAL Creates a cloud of creeping dust. Not usable by creatures.
WEATHER_CREEPING_VAPOR MATERIAL Creates a cloud of creeping vapor. Not usable by creatures.
WEATHER_CREEPING_GAS MATERIAL Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.
WEATHER_FALLING_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 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.
SOLID_GLOB MATERIAL Shoots a solid glob of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the 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.
SHARP_ROCK MATERIAL Just like SOLID_GLOB, but more harmful, as it shoots a sharpened solid chunk of material instead.
LIQUID_GLOB MATERIAL Shoots a liquid glob of substance at the target. Contact syndromes will take effect if the glob hits the target's exposed skin.
SPATTER_POWDER MATERIAL Creates a pile of powder at the specified location.
SPATTER_LIQUID MATERIAL Creates a pool of liquid at the specified location.
WEB_SPRAY MATERIAL Emits a burst of webs that entangle target creatures.
DRAGONFIRE FLOW Emits a wide cone of dragon fire that burns target creatures at a scorching 50000 °U .
FIREJET FLOW Emits a narrow cone of fire that burns target creatures at 11000 °U .
FIREBALL FLOW Emits a fireball that burns the target creature.

Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.

One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.

If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!

Creature and Caste Flags[edit]

Certain interaction and syndrome effects (currently limited to [IE_SUMMON_UNIT] and [CE_BODY_TRANSFORMATION]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from creature tokens but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [4] (valid as of 0.47.04).

See Also[edit]