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.

Editing Syndrome

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 867: Line 867:
 
| No
 
| No
 
| MAT_TOKEN:<body material token>
 
| MAT_TOKEN:<body material token>
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
+
| This is used to tie an [[Interaction_token#Definitions |interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.
  
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.
+
The target body material is specified by inserting its identifier as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.
+
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual identifier.
  
 
The following tokens should be placed after this effect:
 
The following tokens should be placed after this effect:
* '''CE:SYNDROME_TAG:'''<transmission method> is used to specify what must be done with the body material to trigger the interaction. Replace "<transmission method>" with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''
+
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' is used to specify what must be done with the body material to trigger the interaction. Replace "syndrome_trigger_type" with any of '''SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED'''. Multiple instances of this tag may be used to specify different valid transmission routes. However, it seems that only SYN_INGESTED is currently implemented.
* '''CE:INTERACTION:'''<[[Interaction_token#INTERACTION|interaction ID]]> is used to specify which interaction is to be run (replace "<interaction ID>" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.
+
* '''CE:INTERACTION:interaction_id''' is used to specify which interaction is to be run (replace "interaction_id" with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.
  
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".
+
This currently only works on materials obtained from historical figures! That is to say, the material must bear the source unit's name, such as "Urist McVampire's dwarf blood" as opposed to mere "dwarf blood".
  
 
|-
 
|-

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: