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Editing v0.31:Creature token

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| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
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|-
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| CE_X
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|
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*SEV:<value>  (severity, higher is worse)
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*PROB:<value(1-100)> (probability)
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*RESISTABLE (optional) allows resistance
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*SIZE_DILUTES (optional) lessens effect based on size
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Place effected:
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*LOCALIZED (optional)
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*VASCULAR_ONLY (optional)
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*MUSCULAR_ONLY (optional)
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*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
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Timeline:
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*Start:effect start time
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*Peak:effect peak time
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*End:effect end time
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| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
  
 
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| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
 
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
  
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| SYN_AFFECTED_CLASS
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| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
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|-
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| SYN_AFFECTED_CREATURE
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| Creature Name
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| adds a specific creature to those affected.
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|-
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| SYN_CONTACT
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| syndrome can be contracted on contact.
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|-
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| SYN_IMMUNE_CREATURE
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| creates an exception for the creature so that it not affected by the syndrome.
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|-
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| SYN_INHALED
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| syndrome can be contracted by inhalation, eg. poison dust.
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|-
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| SYN_INJECTED
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| syndrome can be contracted by injection, eg. snake bite.
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|-
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| SYN_NAME
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| text
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| defines the name of the syndrome
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|-
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| SYNDROME
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| begins definition of a syndrome for poison use
 
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