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Editing Syndrome examples
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==Counter Trigger examples== | ==Counter Trigger examples== | ||
− | + | CE_COUNTER_TRIGGER is a fun token that lets you make syndromes with effects that activate under certain circumstances. You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances. | |
Each counter trigger only affects the tag directly above it. | Each counter trigger only affects the tag directly above it. | ||
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===Creatures that behave differently underground=== | ===Creatures that behave differently underground=== | ||
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long. | This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long. | ||
− | Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]). | + | Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT [[Syndrome#Counter_Triggers|counter-trigger]] to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]). |
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)| | {{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)| |