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Editing Interaction token

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{{Quality|Fine}}
 
 
{{av}}
 
{{av}}
{{Modding}}
 
  
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.'')
+
The following [[token]]s can be used to define and use interactions.
 
 
__TOC__
 
{{clear}}
 
  
 
==Definitions==
 
==Definitions==
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! 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}}{{version|0.47.01}}
 
| 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.
+
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]
  
 
|-
 
|-
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| type
 
| type
 
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
 
| 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 [[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.
+
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#Special_Effects|[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#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].
+
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].
+
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#Special_Effects|[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. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].
+
* '''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. See also [[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]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].
+
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]].
 
* '''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]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.
+
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|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.
+
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]
  
 
|-
 
|-
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|-
 
|-
| {{text anchor|IS_TRIGGER_STRING}}
+
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}
 
| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
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|-
 
|-
| {{text anchor|IS_TRIGGER_STRING_SECOND}}
+
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}
 
| 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]
+
[IS_TRIGGER_STRING_THIRD: have]
  
 
|-
 
|-
| {{text anchor|IS_TRIGGER_STRING_THIRD}}
+
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}
 
| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
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[IS_NAME:the secrets of life and death]
 
[IS_NAME:the secrets of life and death]
 +
 +
|-
 +
| {{text anchor|IS_FREQUENCY}}
 +
| Within I_SOURCE
 +
| Number
 +
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], presumably determines the probability of the biome specified by [[Interaction_token#IS_REGION|[IS_REGION]]] to have this interaction.
  
 
|-
 
|-
 
| {{text anchor|IS_SPHERE}}
 
| {{text anchor|IS_SPHERE}}
 
| Within I_SOURCE:SECRET
 
| Within I_SOURCE:SECRET
| [[Sphere#Available_spheres|sphere]]
+
| [[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.
+
| Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus, several [I_SOURCE:SECRET] tokens are required to create a valid custom secret which belongs to several different spheres.
  
 
|-
 
|-
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* '''SEE_THE_GREAT_NATURAL_SITES'''
 
* '''SEE_THE_GREAT_NATURAL_SITES'''
 
* '''IMMORTALITY'''
 
* '''IMMORTALITY'''
* '''MAKE_A_GREAT_DISCOVERY'''
+
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.
* '''ATTAIN_RANK_IN_SOCIETY'''
 
* '''BATHE_WORLD_IN_CHAOS'''
 
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.
 
  
 
|-
 
|-
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| Indicates how the secret can be learned. Valid values:
 
| Indicates how the secret can be learned. Valid values:
 
* '''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.
 
* '''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. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].
+
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means
 
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices
 
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices
* '''MUNDANE_RECORDING_POSSIBLE: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.
+
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.
  
 
|-
 
|-
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| 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''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.
+
| 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'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.
  
 
|-
 
|-
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| Within I_SOURCE:REGION
 
| Within I_SOURCE:REGION
 
| Region type
 
| 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:
+
| Indicates what types of regions are capable of performing this interaction. Multiple regions may be specified. Valid values:
 
+
* '''ANY'''
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment
+
* '''ANY_TERRAIN'''
 
 
[[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'''
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* '''GOOD_ONLY'''
 
* '''GOOD_ONLY'''
 
* '''SAVAGE_ONLY'''
 
* '''SAVAGE_ONLY'''
 
+
* Region type - '''SWAMP''', '''DESERT''', '''FOREST''', '''MOUNTAINS''', '''OCEAN''', '''LAKE''', '''GLACIER''', '''TUNDRA''', '''GRASSLAND''', '''HILLS'''
|-
 
| {{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.
 
  
 
|-
 
|-
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* '''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''' - 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.
+
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - 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 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 [[Interaction_token#IE_GRIME_LEVEL|[IE_GRIME_LEVEL]]] and [[Interaction_token#IE_SYNDROME_TAG|[IE_SYNDROME_TAG]]].
* '''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.
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.
+
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by [[Interaction_token#IE_ITEM|[IE_ITEM]]] and [[Interaction_token#IE_ITEM_QUALITY|[IE_ITEM_QUALITY]]].
 
+
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either [[Interaction_token#IE_CHANGE_QUALITY|[IE_CHANGE_QUALITY]]] or [[Interaction_token#IE_SET_QUALITY|[IE_SET_QUALITY]]]. When targeting a unit, all items equipped by that unit will be affected.
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.
+
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the [[Interaction_token#CREATURE|[CREATURE]]] token, or made to be randomly selected as indicated by a variety of flag-based tokens: [[Interaction_token#IE_CREATURE_FLAG|[IE_CREATURE_FLAG]]], [[Interaction_token#IE_FORBIDDEN_CREATURE_FLAG|[IE_FORBIDDEN_CREATURE_FLAG]]], [[Interaction_token#IE_CREATURE_CASTE_FLAG|[IE_CREATURE_CASTE_FLAG]]] and/or [[Interaction_token#IE_FORBIDDEN_CREATURE_CASTE_FLAG|[IE_FORBIDDEN_CREATURE_CASTE_FLAG]]]. See also [[Interaction_token#IE_TIME_RANGE|[IE_TIME_RANGE]]] and [[Interaction_token#IE_MAKE_PET_IF_POSSIBLE|[IE_MAKE_PET_IF_POSSIBLE]]].
 
+
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using [[Interaction_token#IE_PROPEL_FORCE|[IE_PROPEL_FORCE]]] to a unit to knock it back.
* '''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.
+
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by [[Interaction_token#IE_ADD_WEATHER|[IE_ADD_WEATHER]]] and/or [[Interaction_token#IE_REMOVE_WEATHER|[IE_REMOVE_WEATHER]]].
 
+
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.
* '''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]].
 
  
 
|-
 
|-
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| 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:
+
| Currently only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Valid values:
 
* '''WEEKLY'''
 
* '''WEEKLY'''
 
+
note:
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.
+
DAILY, MONTHLY and YEARLY also exist in the string dump but aren't currently supported.
 
 
 
|-
 
|-
 
| {{text anchor|IE_IMMEDIATE}}
 
| {{text anchor|IE_IMMEDIATE}}
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| 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.  
+
| Indicates where the effect can take place. Valid values:
Valid values:
 
 
* '''IN_WATER'''
 
* '''IN_WATER'''
 
* '''IN_MAGMA'''
 
* '''IN_MAGMA'''
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* '''NO_THICK_FOG'''
 
* '''NO_THICK_FOG'''
 
* '''OUTSIDE'''
 
* '''OUTSIDE'''
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.
+
A depth of 1/7 appears to be 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_ARENA_NAME}}
 +
| Within I_EFFECT
 +
| text
 +
| Allows the interaction effect to be applied to newly spawned creatures in Arena mode.
  
 
|-
 
|-
| {{text anchor|IE_ADD_WEATHER}}
+
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}
 
| Within I_EFFECT:CHANGE_WEATHER
 
| Within I_EFFECT:CHANGE_WEATHER
 
| type
 
| type
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* '''FOG_NORMAL'''
 
* '''FOG_NORMAL'''
 
* '''FOG_THICK'''
 
* '''FOG_THICK'''
* '''FRONT_WARM'''
+
* '''FRONT_OCCLUDED'''
 
* '''FRONT_COLD'''
 
* '''FRONT_COLD'''
* '''FRONT_OCCLUDED'''
 
 
* '''STRATUS_ALTO'''
 
* '''STRATUS_ALTO'''
 
* '''STRATUS_PROPER'''
 
* '''STRATUS_PROPER'''
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|-
 
|-
| {{text anchor|IE_REMOVE_WEATHER}}
+
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}
 
| Within I_EFFECT:CHANGE_WEATHER
 
| Within I_EFFECT:CHANGE_WEATHER
 
| type
 
| type
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| {{text anchor|IE_SYNDROME_TAG}}
 
| {{text anchor|IE_SYNDROME_TAG}}
 
| Within I_EFFECT:CLEAN
 
| Within I_EFFECT:CLEAN
| syndrome trigger flag
+
| Syndrome 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.
+
| Indicates that cleaning off materials will activate their syndromes if they have this flag.
  
 
|-
 
|-
| {{text anchor|IE_PROPEL_FORCE}}
+
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}
 
| Within I_EFFECT:PROPEL_UNIT
 
| Within I_EFFECT:PROPEL_UNIT
 
| amount
 
| amount
Line 388: Line 339:
  
 
|-
 
|-
| {{text anchor|IE_ITEM}}
+
| {{text anchor|IE_ITEM}}{{version|0.47.01}}
 
| Within I_EFFECT:CREATE_ITEM
 
| Within I_EFFECT:CREATE_ITEM
 
| <probability>:<quantity>:[[item token]]:[[material token]]
 
| <probability>:<quantity>:[[item token]]:[[material token]]
Line 394: Line 345:
  
 
|-
 
|-
| {{text anchor|IE_ITEM_QUALITY}}
+
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}
 
| 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 407: Line 358:
  
 
|-
 
|-
| {{text anchor|IE_SET_QUALITY}}
+
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}
 
| 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 413: Line 364:
  
 
|-
 
|-
| {{text anchor|IE_CHANGE_QUALITY}}
+
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| amount
 
| amount
Line 419: Line 370:
  
 
|-
 
|-
| {{text anchor|CREATURE}}
+
| {{text anchor|CREATURE}}{{version|0.47.01}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <creature token>:<caste token>
 
| <creature token>:<caste token>
Line 425: Line 376:
  
 
|-
 
|-
| {{text anchor|IE_CREATURE_FLAG}}
+
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}
 
| 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.
+
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.
  
 
|-
 
|-
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}
+
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}
 
| 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.
+
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.
  
 
|-
 
|-
| {{text anchor|IE_CREATURE_CASTE_FLAG}}
+
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}
 
| 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.
+
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.
  
 
|-
 
|-
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}
+
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}
 
| 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.
+
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.
  
 
|-
 
|-
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}
+
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}
 
| 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]
+
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal/slow/slower gait is relatively fast, though this has yet to be tested.
  
 
|-
 
|-
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}
+
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}
 
| 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]
+
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal gait is relatively slow, though this has yet to be tested.
  
 
|-
 
|-
| {{text anchor|IE_TIME_RANGE}}
+
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]>
 
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]>
Line 467: Line 418:
  
 
|-
 
|-
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}
+
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
|
 
|
Line 482: Line 433:
  
 
==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.
+
To enable a particular type of creature to use an interaction directly, the [[creature token]] [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:NAME]]] should be added to its creature raws (replacing 'NAME' with the ID of the relevant interaction), followed by a series of [CDI:...] tokens as detailed below. Interactions can also be granted through [[syndrome]]s using the token [[Syndrome#Special_Effects|[CE_CAN_DO_INTERACTION]]] (plus the same series of 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 CDI tokens can be specified:
 
 
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 501: Line 450:
 
| {{text anchor|ADV_NAME}}
 
| {{text anchor|ADV_NAME}}
 
| text
 
| text
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.
+
| Specifies the name of the interaction as it will be displayed on the [[Adventurer_mode|adventure mode]] powers/abilities menu.
  
 
|-
 
|-
Line 516: Line 465:
 
| {{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.
+
| Specifies how far away the target can be, in tiles. For SOLID_GLOB, LIQUID_GLOB and FIREBALL breath attacks, also determines how far the projectiles will fly before falling to the ground.
  
 
|-
 
|-
Line 526: Line 475:
 
| {{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.
+
| Specifies where the creature is permitted to use the interaction. See [[Interaction_token#IE_LOCATION|above]] for valid 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 in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:
+
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available.  Valid values:
 +
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.
 +
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.
 +
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.
 +
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.
 +
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.
 
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.
 
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.
 +
* '''CLEAN_SELF''' - Creature targets itself when covered in liquids or dust.
 +
* '''CLEAN_FRIEND''' - Same, but targets other friendly units.
 
* '''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''' - Used in combat. Creature will target itself.
+
* '''DEFEND'''{{version|0.47.01}} - 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.
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.
+
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). Used for spitting by civilised races.
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.
+
* '''TORMENT'''
* '''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.
 
  
 
|-
 
|-
Line 550: Line 499:
 
| number
 
| 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.
 
| 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]].
+
Note: due to the [[Time#Basic_mechanics|time difference]] between fortress mode and adventure mode, a WAIT_PERIOD of 10 is actually just 1 tick long in adventure mode.
  
 
|-
 
|-
Line 580: Line 529:
 
| {{text anchor|VERB}}
 
| {{text anchor|VERB}}
 
| self:other:mutual
 
| self:other:mutual
| When a creature uses the interaction, a combat report message will be displayed in the form:
+
| When a creature uses the interaction, a message will display, describing the source as doing this. The first message specified is presented when describing the interaction in the second person, the second message is presented when describing it in the third person.
 
 
[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]
 
[CDI:VERB:gesture:gestures:NA]
  
Line 605: Line 547:
 
| [[#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:
 
| 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]]'''
+
* '''FIREBALL'''
* '''[[Interaction_token#FIREJET|FIREJET]]'''
+
* '''FIREJET'''
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.
+
* '''DRAGONFIRE'''.
  
 
|-
 
|-
Line 641: Line 583:
 
===Breath Attack Types===
 
===Breath Attack Types===
  
    '''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''
+
When using types of MATERIAL the format would be: [CDI:MATERIAL:material:sub-material:action-type] action-type being like SOLID_GLOB or UNDIRECTED_VAPOR
 
 
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]]]
 
  
 +
When using types of FLOW the format would just be:
 +
[CDI:FLOW:FIREBALL]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 670: Line 594:
 
! Description
 
! Description
 
|-
 
|-
| {{text anchor|TRAILING_DUST_FLOW}}
+
| 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]].
+
| Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|TRAILING_VAPOR_FLOW}}
+
| TRAILING_VAPOR_FLOW
 
| MATERIAL
 
| MATERIAL
| 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]].
+
| Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|TRAILING_GAS_FLOW}}
+
| TRAILING_GAS_FLOW
 
| MATERIAL
 
| MATERIAL
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].
+
| Shoots a trail of gas substance at the target which can be inhaled. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]
+
| 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 [[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".
+
| 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". Creature will attack as normal.
 
|-
 
|-
| {{text anchor|UNDIRECTED_DUST}}
+
| SHARP_ROCK{{version|0.47.01}}
 
| 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.
+
| Shoots a sharpened solid chunk of spinning substance at the creature, leaving symbols similar to broken arrows, 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 shards at you, even when you are literally right next to them.
 
|-
 
|-
| {{text anchor|UNDIRECTED_VAPOR}}
+
| SOLID_GLOB
 
| 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.
+
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows, 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 you, even when you are literally right next to them.
 
|-
 
|-
| {{text anchor|UNDIRECTED_GAS}}
+
| LIQUID_GLOB
 
| 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.
+
| Shoots a liquid glob of substance at the target. Contact syndromes will take effect if the glob hits the target's exposed skin.
 
|-
 
|-
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]
+
| SPATTER_POWDER
 
| 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]].
+
| Creates a pile of powder at the specified location.
 
|-
 
|-
| {{text anchor|WEATHER_CREEPING_DUST}}
+
| SPATTER_LIQUID
 
| MATERIAL
 
| MATERIAL
| Creates a cloud of creeping dust. Not usable by creatures.
+
| Creates a pool of liquid at the specified location.
 
|-
 
|-
| {{text anchor|WEATHER_CREEPING_VAPOR}}
+
| UNDIRECTED_GAS
 
| MATERIAL
 
| MATERIAL
| Creates a cloud of creeping vapor. Not usable by creatures.
+
| Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|WEATHER_CREEPING_GAS}}
+
| UNDIRECTED_VAPOR
 
| 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.
+
| Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|WEATHER_FALLING_MATERIAL}}
+
| UNDIRECTED_DUST
 
| 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.
+
| Creature occasionally releases a cloud of solid dust, which will spread and dissipate. 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. <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|SOLID_GLOB}}
+
| UNDIRECTED_ITEM_CLOUD:[[item token]]
 
| 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.
+
| Creature occasionally releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as TRAILING_ITEM_FLOW. Creature will attack as normal.
 
|-
 
|-
| {{text anchor|SHARP_ROCK}}
+
| WEB_SPRAY
 
| MATERIAL
 
| MATERIAL
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.
+
| Emits a burst of [[web]]s that entangle target creatures.
 +
|-
 +
| DRAGONFIRE
 +
| FLOW
 +
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material.
 +
|-
 +
| FIREJET
 +
| FLOW
 +
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material.
 +
|-
 +
| FIREBALL
 +
| FLOW
 +
| Emits a fireball that burns the target creature. For this you want FLOW instead of a material.
 
|-
 
|-
| {{text anchor|LIQUID_GLOB}}
+
| WEATHER_CREEPING_GAS
 
| MATERIAL
 
| MATERIAL
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target.  [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.
+
| 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|SPATTER_POWDER}}
+
| WEATHER_CREEPING_VAPOR
 
| MATERIAL
 
| MATERIAL
| Creates a [[contaminant|pile of powder]] at the specified location.
+
| Creates a cloud of creeping vapor. Not usable by creatures.
 
|-
 
|-
| {{text anchor|SPATTER_LIQUID}}
+
| WEATHER_CREEPING_DUST
 
| MATERIAL
 
| MATERIAL
| Creates a [[contaminant|pool of liquid]] at the specified location.
+
| Creates a cloud of creeping dust. Not usable by creatures.
 
|-
 
|-
| {{text anchor|WEB_SPRAY}}
+
| WEATHER_FALLING_MATERIAL
 
| MATERIAL
 
| MATERIAL
| Emits a burst of [[web]]s that entangle target creatures.
+
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.
|-
 
| {{text anchor|DRAGONFIRE}}
 
| FLOW
 
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.
 
|-
 
| {{text anchor|FIREJET}}
 
| FLOW
 
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.
 
|-
 
| {{text anchor|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.
+
Keep in mind that you can use 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.
 
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.
Line 763: Line 687:
 
==Creature and Caste Flags==
 
==Creature and Caste Flags==
  
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[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_token|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 [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).
+
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#Creature_effect_tokens|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature. These are a collection of internal flags which are derived from [[Creature_token|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 [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).
  
 
{{gamedata|title=Creature Flags|
 
{{gamedata|title=Creature Flags|
Line 829: Line 753:
 
HAS_ANY_CANNOT_BREATHE_AIR
 
HAS_ANY_CANNOT_BREATHE_AIR
 
HAS_ANY_CANNOT_BREATHE_WATER
 
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_CAN_SWIM
+
HAS_ANY_CAN_SWIM - currently unusable due to a bug
 
HAS_ANY_CARNIVORE
 
HAS_ANY_CARNIVORE
 
HAS_ANY_COMMON_DOMESTIC
 
HAS_ANY_COMMON_DOMESTIC
Line 873: Line 797:
 
LOOSE_CLUSTERS
 
LOOSE_CLUSTERS
 
MATES_TO_BREED
 
MATES_TO_BREED
MUNDANE
+
MUNDANE - currently unusable due to a bug
 
OCCURS_AS_ENTITY_RACE
 
OCCURS_AS_ENTITY_RACE
 
SAVAGE
 
SAVAGE

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