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Editing Syndrome
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− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{av}} | {{av}} | ||
− | [[File: | + | [[File:syndrome_icon.png|100px|right]][[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]] |
− | + | In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease - many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. | |
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''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."'' | ''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."'' | ||
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==The anatomy of a syndrome== | ==The anatomy of a syndrome== | ||
+ | {{Modding}} | ||
To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below. | ||
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'''1) Transmission via Materials''' | '''1) Transmission via Materials''' | ||
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Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome. | ||
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| No | | No | ||
| PERC:percentage:PERC_ON:percentage | | PERC:percentage:PERC_ON:percentage | ||
− | | Alters the creature's specified | + | | Alters the creature's specified skill level. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll. |
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Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. | Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds. If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. | ||
− | Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ( | + | Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat (max age of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off. |
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[MAT_FIXED_TEMP:10001] | [MAT_FIXED_TEMP:10001] | ||
[SPEC_HEAT:1] | [SPEC_HEAT:1] | ||
− | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! | + | Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas. Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! |
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s. | ||
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==Multi-caste/multi-creature body transformations== | ==Multi-caste/multi-creature body transformations== | ||
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code: | This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code: | ||
− | + | [SYNDROME] | |
− | [SYNDROME] | + | [SYN_NAME:draconic curse] |
− | + | [SYN_CLASS:DRACONIC_CURSE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:HYDRA:MALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:DRAGON:MALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:HYDRA:FEMALE] | |
− | + | [CE_BODY_TRANSFORMATION:PROB:100:START:0] | |
− | + | [CE:CREATURE:DRAGON:FEMALE] | |
− | + | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. | |
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− | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. | ||
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==See also== | ==See also== |