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Difference between revisions of "Syndrome"

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| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}
 
| No
 
| No
| MAT_MULT:[[material token|material]]:A:B
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| MAT_MULT:[[<material token>]]:<value A>:<value B>
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.
+
| 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 the 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 so as to make the effect applicable to all materials.
 
|-
 
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| {{text anchor|CE_SPEED_CHANGE}}
 
| {{text anchor|CE_SPEED_CHANGE}}

Revision as of 09:32, 23 July 2020

This article is about the current version of DF.
Note that some content may still need to be updated.

A single bite from a helmet snake led to a slow, lingering death for this unfortunate hippo.

A syndrome is a specific combination of symptoms that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural weather. Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a doctor. A hospital is required to diagnose and potentially treat those syndromes that can be helped by treatment.

List of syndromes

Syndromes are generally named after the animal, substance or effect that delivers them. Note that in a world with dragons and giant elephants, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.

Syndrome Venom Acquired Short-term Symptoms Long-term Symptoms Chronic Symptoms
Adder bite adder venom (injected) Being bitten by an adder, giant adder or adder man Strong pain Swelling
Blisters
Nausea
None
Bark scorpion sting bark scorpion venom (injected) Being stung by a bark scorpion, giant bark scorpion or bark scorpion man Strong pain None None
Black mamba bite black mamba venom (injected) Being bitten by a black mamba, giant black mamba or black mamba man Dizziness
Drowsiness
Strong pain
Fever
Unconsciousness
Complete paralysis1
None None
Blob blisters cave blob fluid
(contact or ingested)
Touching a cave blob Mild pain
Mild blisters
None None
Brown recluse spider bite brown recluse spider venom (injected) Being bitten by a brown recluse spider, giant brown recluse spider or brown recluse spider man Nausea
Fever
Pain
Severe localized necrosis None
Bumblebee sting bumblebee venom (injected) Being stung by a bumblebee worker Pain
Strong swelling
None None
Bushmaster bite bushmaster venom (injected) Being bitten by a bushmaster, giant bushmaster or bushmaster man Strong pain
Mild bleeding
Dizziness
Nausea
Unconsciousness
Complete paralysis1
None None
Cave floater sickness cave floater gas
(inhaled or ingested)
Expelled from cave floater Mild nausea Fever
Strong drowsiness (delayed)
Strong dizziness (delayed)
None
Cave spider bite cave spider venom
(injected)
Being bitten by a cave spider None None Very mild dizziness
Copperhead snake bite copperhead snake venom (injected) Being bitten by a copperhead snake, giant copperhead snake or copperhead snake man Pain
Swelling
Nausea
None None
Giant cave spider bite giant cave spider venom
(injected)
Being bitten by a giant cave spider Size-dependant paralysis. Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance. None, not that it really matters.
Gila monster bite gila monster venom (injected) Being bitten by a gila monster, giant gila monster or gila monster man Pain
Mild swelling
None None
Gnomeblight gnomeblight
(contact, inhaled, injected, or ingested)
Purposely exposing oneself to the extract. Only affects mountain gnomes and dark gnomes. None Severe systemic necrosis2 None
Giant desert scorpion sting giant desert scorpion venom
(injected)
Being stung by a giant desert scorpion Necrosis of the brain and nervous system Certain death None, not that it really matters.
Helmet snake bite helmet snake venom
(injected)
Being bitten by a helmet snake Minor bleeding Fever
Nausea
Dizziness
Localized swelling
Localized oozing
Localized bruising
Strong pain
Intense localized necrosis
Possible loss of limb
None
Honey bee sting honey bee venom (injected) Being stung by a honey bee worker Pain
Strong swelling
None None
Inebriationv0.42.01 Alcohol (consumed/injected) Consuming alcoholic drinks Nausea
Dizziness
Unconsciousness
Personality changes
Euphoria
Erratic behavior
Trouble breathing
None None
Iron man cough iron man gas
(inhaled)
Expelled by iron man Coughing blood None None
King cobra bite king cobra venom
(injected)
Being bitten by a king cobra Complete paralysis1
Pain, dizziness, drowsiness
None None
Phantom spider bite phantom spider venom
(injected)
Being bitten by a phantom spider None Numbness and mild dizziness None
Platypus sting platypus venom
(injected)
Being kicked by a platypus, giant platypus or platypus man Pain and swelling Extreme pain, swelling possibly to the point of necrosis None
Rattlesnake bite rattlesnake venom
(injected)
Being bitten by a rattlesnake, giant rattlesnake or rattlesnake man Pain, nausea, blisters, swelling, bruising Severe localized necrosis None
Serpent man bite serpent man venom
(injected)
Being bitten by a serpent man Complete paralysis1 None None
Mummy's curse Disturbance interaction. Being cursed by a mummy, when caught raiding their tombs None None 20% chance of any skill roll failing, regardless of skill.
Vampirism Divine Curse. Drinking the blood of a vampire. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance). None None Victim becomes a vampire.
Werebeast Curse Divine Curse. Being bitten by a werebeast or toppling statues in shrines in Adventure Mode (random chance). None None Victim becomes a werebeast.
Necromancy Divine Curse. Reading a book/slab that contains the secrets of life and death. None None Reader becomes a Necromancer.
evil rain sickness3 Random Being caught outside in freakish weather in an evil biome Random Random Random
evil cloud sickness4 creeping cloud]] in an evil biome
beast sickness5 Encounters with forgotten beasts
titan sickness5 Encounters with titans
night sickness5 Encounters with werebeasts or experiments
demon sickness5 Encounters with demons
divine sickness5 Encounters with angels
1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.
2. Necrosis of the brain will eventually result in death once the brain rots away completely.
3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.
4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into zombie-like forms.
5. Titans, forgotten beasts, werebeasts, experiments, demons and angels have a chance to have a randomized syndrome. These range from mildly hazardous (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).

The anatomy of a syndrome

Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison. Here's an example syndrome, taken from the Giant Cave Spider raws.

If you are having troubles getting the syndromes to work (i.e., in combat reports, getting "supersnake n/a splatters~etc"), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.

   [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
       [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
       [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
       [STATE_NAME:LIQUID:giant cave spider venom]
       [STATE_ADJ:LIQUID:giant cave spider venom]
       [STATE_NAME:GAS:boiling giant cave spider venom]
       [STATE_ADJ:GAS:boiling giant cave spider venom]
       [PREFIX:NONE]
       [ENTERS_BLOOD]
       [SYNDROME]
           [SYN_NAME:giant cave spider bite]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
           [SYN_INJECTED]
           [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]

The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis. After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token. At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.

 ENTERS_BLOOD

This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.

 SYNDROME

This tag ends the material details and begins the definition of the actual syndrome.

 SYN_NAME

This one is self-explanatory - the name of the syndrome as it will appear in-game.

 SYN_AFFECTED_CLASS

This token defines what CREATURE_CLASS will be affected by the syndrome. Most creatures are classed under GENERAL_POISON. Multiple tokens can be used in a single syndrome.

 SYN_IMMUNE_CLASS

As above, but makes class immune.

 SYN_IMMUNE_CREATURE

This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.

 SYN_AFFECTED_CREATURE

As above, but makes creature or caste susceptible.

 SYN_CLASS

This tag sets a class for the syndrome that can be used in interactions.

 SYN_IDENTIFIERv0.42.01.

Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.

 SYN_NO_HOSPITALv0.42.01.

Probably prevents affected dwarves from being carried to the hospital.[Verify]

 SYN_CONCENTRATION_ADDED:x:xv0.42.01.

Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.

 SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED

This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk. Any combination of these tags can be used. A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.


 [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]

This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.


CE_X, or creature effect tokens, are the real meat and bones of your syndrome. They're detailed below.

Creature effect tokens

Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected. An example CE token is as follows:

 [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]


In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner. The effect begins shortly after the syndrome is contracted, peaks 1000 time units afterwards, and finally ceases another 1000 time units later.

As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.

  • CE_X

The effect type. This can be a number of different tokens, as detailed in the table below this list.

  • SEV:X

The severity of the effect. Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.

  • PROB:X

The probability of the effect actually manifesting in the victim, as a percentage. 100 means always, 1 means a 1 in 100 chance.

  • LOCALIZED (Overwrites BP tokens)

This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect.

  • BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)

Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] body token (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL. The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers. For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!

  • VASCULAR_ONLY (Optional)

This syndrome only affects tissue layers with the VASCULAR token.

  • MUSCULAR_ONLY (Optional)

This syndrome only affects tissue layers with the MUSCULAR token. Are you seeing a trend here?

  • SIZE_DILUTES (Optional)

This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.

  • SIZE_DELAYS (Optional)

As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.

  • DWF_STRETCH:Xv0.42.01 (Optional)

Multiplies the duration of the syndrome by X in Fortress mode. If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.

  • ABRUPTv0.42.01 (Optional)

Makes the symptom begin immediately rather than ramping up.[Verify]

  • CAN_BE_HIDDEN (Optional)

Can be hidden by a unit assuming a secret identity, such as a vampire.[Verify]

  • RESISTABLE (Optional)

Determines if the effect can be hindered by the target creature's disease resistance attribute. Without this token, disease resistance is ignored.


The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!

Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.

Token Accepts Target Description
CE_BLEEDING Yes Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.
CE_BLISTERS Yes Covers the targeted bodypart with blisters.
CE_BRUISING Yes Causes the targeted bodypart to undergo bruising.
CE_IMPAIR_FUNCTION Yes An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.
CE_NECROSIS Yes Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.
CE_NUMBNESS Yes Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
CE_OOZING Yes Causes pus to ooze from the afflicted bodypart.
CE_PAIN Yes Afflicts the targeted bodypart with intense pain.
CE_PARALYSIS Yes Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.
CE_SWELLING Yes Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
CE_COUGH_BLOOD No This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.
CE_DIZZINESS No Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
CE_DROWSINESS No Causes the Drowsiness condition.
CE_FEVER No Causes the Fever condition.
CE_NAUSEA No Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
CE_UNCONSCIOUSNESS No Renders unconscious.
CE_VOMIT_BLOOD No This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup. It doesn't appear to be lethal, but may cause minor bleeding damage.
CE_ERRATIC_BEHAVIORv0.42.01 No Causes erratic behavior, meaning "People that like to brawl have a chance of starting a brawl-level fight with any nearby adult" -Toady

Healing Effects

Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.

Token Accepts Target Description
CE_STOP_BLEEDING Yes? Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.
CE_CLOSE_OPEN_WOUNDS Yes? Closes any wounds on the targeted bodypart with speed depending on the SEV value.
CE_HEAL_TISSUES Yes? Heals the tissues of the targeted bodypart with speed depending on the SEV value.
CE_HEAL_NERVES Yes? Heals the nerves of the targeted bodypart with speed depending on the SEV value.
CE_REDUCE_PAIN Yes? Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.
CE_REDUCE_SWELLING Yes? Decreases the severity of swelling on the targeted bodypart.
CE_CURE_INFECTION Yes? Probably decreases the severity of the infection from infected wounds over time.
CE_REDUCE_PARALYSIS Yes? Decreases the severity of any paralysis effects on the targeted bodypart.
CE_REGROW_PARTS Yes Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep Bug:0011396.
CE_REDUCE_DIZZINESS No Decreases the severity of any dizziness the creature has.
CE_REDUCE_NAUSEA No Decreases the severity of any nausea the creature has.
CE_REDUCE_FEVER No Decreases the severity of any fever the creature has.

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 substance or custom interaction.

Token Accepts Target Arguments Description
CE_ADD_TAG No tags Adds a tag to the affected creature. Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the interaction token IT_REQUIRES, ie.

BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), 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, NO_AGING, STERILE, UTTERANCES.

CE_REMOVE_TAG No tags Removes a tag from a creature. Supported arguments are the same as CE_ADD_TAG.
CE_DISPLAY_NAME No NAME:singular:plural:adjective Attaches the specified name to the creature's normal name.
CE_DISPLAY_TILE No TILE:<tile value or character>:<foreground color>:<background color>:<foreground brightness> Causes the creature to display the specified tile instead of its normal one.
CE_FLASH_TILE No TILE:<tile value or character>:<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.
CE_PHYS_ATT_CHANGE No Attribute:percentage:fixed boost(?) Alters the physical attributes of a creature.
CE_MENT_ATT_CHANGE No Attribute:percentage:fixed boost(?) Alters the mental attributes of a creature.
CE_BODY_APPEARANCE_MODIFIER No APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) Alters the size of the creature.
CE_BP_APPEARANCE_MODIFIER Yes body part:APPEARANCE_MODIFIER:attribute:number] Alters the characteristics (height, width etc.) of a body part.
CE_MATERIAL_FORCE_MULTIPLIER No MAT_MULT:[[<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 the 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 so as to make the effect applicable to all materials.
CE_SPEED_CHANGE No speed modifier:number Changes the speed of a creature.

Speed modifier contains one or both of:

  • SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)
  • SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)

The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.

CE_CAN_DO_INTERACTION No Makes the creature able to perform an interaction. Follow this effect token with [CDI:INTERACTION:<interaction name>] to specify the desired interaction, and add other CDI tokens as required.
CE_SPECIAL_ATTACK_INTERACTIONv0.47.01 Yes 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 below for an example
CE_BODY_MAT_INTERACTION No MAT_TOKEN:<body material token> This is used to tie an 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 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 [BLOOD] material of any creature, regardless of the material's actual identifier.

The following tokens should be placed after this effect:

  • 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 and SYN_INJECTED are currently implemented.
  • 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 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 [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".

CE_BODY_TRANSFORMATION No Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).
  • CE:CREATURE:<creature ID>:<caste ID> - Specify the target creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific caste ID to randomise the caste for every transformation.
  • CE:CREATURE_FLAG: <creature flag>v0.47.01 - Any creature with the specified creature flag is a valid transformation target.
  • CE:FORBIDDEN_CREATURE_FLAG:<creature flag>v0.47.01 - Forbids all creatures with the specified creature flag from the random selection pool.
  • CE:CREATURE_CASTE_FLAG:<caste flag>v0.47.01 - Any creature with the specified caste flag is a valid transformation target.
  • CE:FORBIDDEN_CREATURE_CASTE_FLAG:<caste flag>v0.47.01 - Forbids all creatures with the specified caste flag from being randomly selected.
  • CE:HAVE_FAST_EFFORTLESS_GAIT_SPEEDv0.47.01 - Unknown. Possibly disallows all creatures with only slow gaits.[Verify]

Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form. If an undead limb happens to be transformed, its entire body will regenerate upon transforming back.

CE_SKILL_ROLL_ADJUST No PERC:percentage:PERC_ON:percentage Alters the skill level of a creature. 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.
CE_SENSE_CREATURE_CLASS No CLASS:<creature class>:<tile value or character>:<foreground color>:<background color>:<foreground brightness> Provides the ability to sense creatures belonging to the specified creature class even when such creatures lie far beyond line of sight, including through walls. It also appears to reduce or negate the combat penalty of blind units when fighting creatures they can sense. In adventure mode, the specified tile will be used to represent sensed creatures when they cannot be seen directly.
CE_CHANGE_PERSONALITYv0.42.01 No FACET:trait:amount Changes a personality trait by amount. Multiple FACET:trait:amount sets may be used.
CE_FEEL_EMOTIONv0.42.01 No EMOTION:emotion Makes the creature feel a specific emotion; severity based on standard SEV value. The thought the creature receives is: "[creature] feels [emotion] due to [syndrome name]". See Emotion for the list of valid emotions.

All creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.

Periodic Triggers

[CE:PERIODIC:<period_type>:<min_value>:<max_value>]

When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.

For example, generated werebeast syndromes have a body transformation effect with [CE:PERIODIC:MOON_PHASE:27:0], which makes the transformation take place only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again.

MOON_PHASE is currently the only valid period type:

Period Description
MOON_PHASE The lunar cycle in Dwarf Fortress is composed of 28 segments (each slightly shorter than a day in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:
  • 0 = full moon
  • 1-4 = waning gibbous
  • 5-8 = waning half
  • 9-12 = waning crescent
  • 13-14 = new moon
  • 15-18 = waxing crescent
  • 19-22 = waxing half
  • 23-26 = waxing gibbous
  • 27 = full moon

Counter Triggers

[CE:COUNTER_TRIGGER:<counter_name>:<min_value>:<max_value>:REQUIRED]

Each creature in the game has internal counters which keep track of its various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature's indicated counter lies within the specified range.

Note that 'NONE' can be used in place of <max_value>.

For example, generated vampire syndromes use [CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED] with an appearance modifier to make the vampire's teeth temporarily lengthen whilst leeching blood.

The following is a list of valid counter types including a couple of notable values:

Counter Description
ALCOHOLIC For ALCOHOL_DEPENDENT creatures, this counter increases by 1 each tick, and is reset to 0 when the creature drinks alcohol. The following messages are added after "needs alcohol to get through the working day" in the creature's description when the counter reaches the specified values:
  • 100800 (3 months) = and is starting to work slowly due to its scarcity
  • 201600 (6 months) = and really wants a drink
  • 302400 (9 months) = and has gone without a drink for far, far too long
  • 403200 (1 year) = and can't even remember the last time (s)he had some
CAVE_ADAPT For creatures with the CAVE_ADAPT token, this counter increases by 1 each tick when the creature is underground, and decreases by 10 each tick when outside. See cave adaptation for more information.
  • 403200 (1 year) = going outside causes irritation
  • 604800 (1.5 years) = going outside causes nausea
PARTIED_OUT How long before the creature will decide to attend another party. Starts at 3+ months when a party ends and counts down to 0.
MILK_COUNTER When a creature is milked, this counter is set to the frequency value specified in its MILKABLE creature token, and subsequently decreases by 1 each tick until it reaches 0, at which point the creature will be available for milking again.
EGG_SPENT This is set to 100800 (the total number of ticks in 3 months) when a creature lays eggs, and thereafter decreases by 1 each tick until it reaches 0, at which point the creature will be able to lay eggs again.
GROUNDED_ANIMAL_ANGER How angry (and likely to attack) an animal is from being in an overcrowded location. Increases when overcrowded and otherwise counts down to 0.
TIME_SINCE_SUCKED_BLOOD This counter rises by 1 every tick for blood-sucking creatures such as vampires. When it rises high enough, the creature will seek an unconscious victim to leech off. Blood-sucking causes the counter to decrease, and will continue either until it reaches 0, or the victim is dead.
DRINKING_BLOOD This appears to be set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each tick once blood-sucking ceases (as described above), seemingly delaying the creature from doing other activities until it reaches 0.

Inorganic syndromes and you!

It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition. The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced. This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.

The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.

 [MELTING_POINT:NONE]
 [BOILING_POINT:10000]
 [MAT_FIXED_TEMP:10001]

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 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 tokens.


Spreading diseases

It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding interactions as well. Here is an example of a plague-inflicting interaction:

 [INTERACTION:PLAGUE]
 	[I_TARGET:A:CREATURE]
 		[IT_LOCATION:CONTEXT_CREATURE]
 		[IT_FORBIDDEN:NOT_LIVING]
 		[IT_AFFECTED_CLASS:GENERAL_POISON]
 		[IT_MANUAL_INPUT:creatures]
 	[I_EFFECT:ADD_SYNDROME]
 		[IE_TARGET:A]
 		[IE_IMMEDIATE]
 		[SYNDROME]
 			[SYN_NAME:the plague]
 			[SYN_AFFECTED_CLASS:GENERAL_POISON]
 			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]
 			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]
 			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]
 			[CE_CAN_DO_INTERACTION:START:1500:END:25000]
 				[CDI:ADV_NAME:Spread the plague]
 				[CDI:INTERACTION:PLAGUE]
 				[CDI:TARGET:A:LINE_OF_SIGHT]
 				[CDI:TARGET_RANGE:A:10]
 				[CDI:WAIT_PERIOD:30]

As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.

You also need a disease vector that will bring the plague straight to your fort. (hint: use various species of rats - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:

 [CAN_DO_INTERACTION:PLAGUE]
 	[CDI:ADV_NAME:Spread the plague]
 	[CDI:TARGET:A:LINE_OF_SIGHT]
 	[CDI:TARGET_RANGE:A:10]
 	[CDI:WAIT_PERIOD:30]

As soon as the said creature is startled by your dwarves, the fun will begin.

In 0.47.01

As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.

Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:

 [INTERACTION:PLAGUE]
 	[I_TARGET:A:CREATURE]
 		[IT_LOCATION:CONTEXT_CREATURE]
 		[IT_FORBIDDEN:NOT_LIVING]
 		[IT_AFFECTED_CLASS:GENERAL_POISON]
 		[IT_MANUAL_INPUT:creatures]
 	[I_EFFECT:ADD_SYNDROME]
 		[IE_TARGET:A]
 		[IE_IMMEDIATE]
 		[SYNDROME]
 			[SYN_NAME:the plague]
 			[SYN_AFFECTED_CLASS:GENERAL_POISON]
 			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]
 			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]
 			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]
 			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]


The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.