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 1: | Line 1: | ||
− | {{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. | |
− | |||
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."'' | ''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."'' | ||
Line 180: | Line 180: | ||
|- | |- | ||
| Mummy's curse | | Mummy's curse | ||
− | | [[Mummy|Disturbance interaction]]. | + | | [[DF2014:Mummy|Disturbance interaction]]. |
| Being cursed by a [[mummy]], when caught raiding their tombs | | Being cursed by a [[mummy]], when caught raiding their tombs | ||
| None | | None | ||
Line 239: | Line 239: | ||
==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. | ||
− | + | ||
+ | |||
'''1) Transmission via Materials''' | '''1) Transmission via Materials''' | ||
+ | |||
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. | ||
Line 419: | Line 422: | ||
| {{text anchor|SEV}} | | {{text anchor|SEV}} | ||
| <amount> | | <amount> | ||
− | | The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten | + | | The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. |
|- | |- | ||
Line 648: | Line 651: | ||
===Special Effects=== | ===Special Effects=== | ||
− | Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. | + | Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. Some effects allow a [[Syndrome#SEV|SEV:#]] token, and others do not. In general it seems an effect that can take a range of numeric values will allow a [[Syndrome#SEV|SEV:#]] token, and an effect that is more "on/off" in nature will not accept a [[Syndrome#SEV|SEV:#]] token{{verify}}. |
{| {{prettytable}} | {| {{prettytable}} | ||
Line 654: | Line 657: | ||
! Token | ! Token | ||
! Accepts Target | ! Accepts Target | ||
+ | ! Accepts [[Syndrome#SEV|SEV:#]] | ||
! Arguments | ! Arguments | ||
! Description | ! Description | ||
|- | |- | ||
| {{text anchor|CE_ADD_TAG}} | | {{text anchor|CE_ADD_TAG}} | ||
+ | | No | ||
| No | | No | ||
| <tag 1>:<tag 2>:etc | | <tag 1>:<tag 2>:etc | ||
Line 715: | Line 720: | ||
|- | |- | ||
| {{text anchor|CE_REMOVE_TAG}} | | {{text anchor|CE_REMOVE_TAG}} | ||
+ | | No | ||
| No | | No | ||
| <tag 1>:<tag 2>:etc | | <tag 1>:<tag 2>:etc | ||
Line 740: | Line 746: | ||
|- a | |- a | ||
| {{text anchor|CE_DISPLAY_NAME}} | | {{text anchor|CE_DISPLAY_NAME}} | ||
+ | | No | ||
| No | | No | ||
| NAME:singular:plural:adjective | | NAME:singular:plural:adjective | ||
Line 747: | Line 754: | ||
| {{text anchor|CE_DISPLAY_TILE}} | | {{text anchor|CE_DISPLAY_TILE}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | | TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]] | ||
| Causes the creature to display the specified tile instead of its normal one. | | Causes the creature to display the specified tile instead of its normal one. | ||
Line 753: | Line 761: | ||
| {{text anchor|CE_FLASH_TILE}} | | {{text anchor|CE_FLASH_TILE}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile> | | TILE:[[Tilesets|<tile value or character>]]:[[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]:FREQUENCY:<frames default tile>:<frames syndrome tile> | ||
| Causes the creature to flash between its normal tile and the one specified here. | | Causes the creature to flash between its normal tile and the one specified here. | ||
Line 759: | Line 768: | ||
| {{text anchor|CE_PHYS_ATT_CHANGE}} | | {{text anchor|CE_PHYS_ATT_CHANGE}} | ||
| No | | No | ||
+ | | Yes{{verify}} | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]]. | | Alters the creature's specified [[Attribute#Body_attributes|physical attribute]]. | ||
Line 765: | Line 775: | ||
| {{text anchor|CE_MENT_ATT_CHANGE}} | | {{text anchor|CE_MENT_ATT_CHANGE}} | ||
| No | | No | ||
+ | | Yes{{verify}} | ||
| [[Attribute]]:percentage:fixed boost(?) | | [[Attribute]]:percentage:fixed boost(?) | ||
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]]. | | Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]]. | ||
Line 771: | Line 782: | ||
| {{text anchor|CE_SPEED_CHANGE}} | | {{text anchor|CE_SPEED_CHANGE}} | ||
| No | | No | ||
+ | | Yes{{verify}} | ||
| speed modifier:number | | speed modifier:number | ||
| Changes the creature's speed. | | Changes the creature's speed. | ||
Line 780: | Line 792: | ||
|- | |- | ||
| {{text anchor|CE_SKILL_ROLL_ADJUST}} | | {{text anchor|CE_SKILL_ROLL_ADJUST}} | ||
+ | | No | ||
| No | | No | ||
| PERC:percentage:PERC_ON:percentage | | PERC:percentage:PERC_ON:percentage | ||
Line 789: | Line 802: | ||
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | | {{text anchor|CE_BODY_APPEARANCE_MODIFIER}} | ||
| No | | No | ||
+ | | Yes{{verify}} | ||
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) | | APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) | ||
| Alters the size of the creature. | | Alters the size of the creature. | ||
Line 795: | Line 809: | ||
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}} | | {{text anchor|CE_BP_APPEARANCE_MODIFIER}} | ||
| Yes | | Yes | ||
+ | | Yes{{verify}} | ||
| body part:APPEARANCE_MODIFIER:attribute:number | | body part:APPEARANCE_MODIFIER:attribute:number | ||
− | | Alters the characteristics (height, width etc.) of a body part | + | | Alters the characteristics (height, width etc.) of a body part. |
|- | |- | ||
| {{text anchor|CE_BODY_TRANSFORMATION}} | | {{text anchor|CE_BODY_TRANSFORMATION}} | ||
+ | | No | ||
| No | | No | ||
| | | | ||
Line 806: | Line 822: | ||
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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 849: | Line 855: | ||
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}} | | {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}} | ||
| No | | No | ||
+ | | Yes{{verify}} | ||
| MAT_MULT:[[material token|<material token>]]:<value A>:<value B> | | MAT_MULT:[[material token|<material token>]]:<value A>:<value B> | ||
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token. | | When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token. | ||
Line 855: | Line 862: | ||
| {{text anchor|CE_CAN_DO_INTERACTION}} | | {{text anchor|CE_CAN_DO_INTERACTION}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| | | | ||
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required. | | Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required. | ||
Line 860: | Line 868: | ||
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}} | | {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}} | ||
| Yes | | Yes | ||
+ | | No{{verify}} | ||
| INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts> | | INTERACTION:<interaction name>:BP:<selection criteria>:<name of category,type, or token of designated part/parts> | ||
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example | | Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example | ||
Line 866: | Line 875: | ||
| {{text anchor|CE_BODY_MAT_INTERACTION}} | | {{text anchor|CE_BODY_MAT_INTERACTION}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| 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|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. | ||
Line 881: | Line 891: | ||
| {{text anchor|CE_SENSE_CREATURE_CLASS}} | | {{text anchor|CE_SENSE_CREATURE_CLASS}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>: | | CLASS:<[[Creature_token#CREATURE_CLASS|creature class]]>: | ||
[[Tilesets|<tile value or character>]]: | [[Tilesets|<tile value or character>]]: | ||
Line 889: | Line 900: | ||
| {{text anchor|CE_FEEL_EMOTION}} | | {{text anchor|CE_FEEL_EMOTION}} | ||
| No | | No | ||
+ | | Yes | ||
| EMOTION:<[[emotion]]> | | EMOTION:<[[emotion]]> | ||
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions. | | Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: "[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]". See [[Emotion]] for the list of valid emotions. | ||
Line 894: | Line 906: | ||
|- | |- | ||
| {{text anchor|CE_CHANGE_PERSONALITY}} | | {{text anchor|CE_CHANGE_PERSONALITY}} | ||
+ | | No | ||
| No | | No | ||
| FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount> | | FACET:<[[DF2014:Personality_trait#Facets|personality trait]]>:<amount> | ||
Line 904: | Line 917: | ||
| {{text anchor|CE_ERRATIC_BEHAVIOR}} | | {{text anchor|CE_ERRATIC_BEHAVIOR}} | ||
| No | | No | ||
+ | | No{{verify}} | ||
| | | | ||
| Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady] | | Causes erratic behavior, meaning "People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult." [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady] | ||
Line 1,015: | Line 1,029: | ||
[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. | ||
Line 1,083: | Line 1,097: | ||
==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. | |
− | |||
− | This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==See also== | ==See also== |