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 v0.31: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.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}
 
{{quality|Masterwork|21:09, 26 April 2011 (UTC)}}{{av}}
  
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They 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 the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
+
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
  
 
==List of syndromes==
 
==List of syndromes==
Line 15: Line 15:
 
| Blob blisters
 
| Blob blisters
 
| cave blob fluid<br />(contact)
 
| cave blob fluid<br />(contact)
| Touching a [[cave blob]]
+
| Touching a {{L|cave blob}}
 
| Mild pain<br/>Mild blisters
 
| Mild pain<br/>Mild blisters
 
| None
 
| None
Line 22: Line 22:
 
| Cave floater sickness
 
| Cave floater sickness
 
| cave floater gas<br />(inhaled)
 
| cave floater gas<br />(inhaled)
| Expelled from [[cave floater]]
+
| Expelled from {{L|cave floater}}
 
| Mild nausea
 
| Mild nausea
 
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)
 
| Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)
Line 29: Line 29:
 
| Cave spider bite
 
| Cave spider bite
 
| cave spider venom<br />(injected)
 
| cave spider venom<br />(injected)
| Being bitten by a [[cave spider]]
+
| Being bitten by a {{L|cave spider}}
 
| None
 
| None
 
| None
 
| None
Line 36: Line 36:
 
| Phantom spider bite
 
| Phantom spider bite
 
| phantom spider venom<br />(injected)
 
| phantom spider venom<br />(injected)
| Being bitten by a [[phantom spider]]
+
| Being bitten by a {{L|phantom spider}}
 
| None
 
| None
 
| Numbness and mild dizziness
 
| Numbness and mild dizziness
Line 43: Line 43:
 
| Giant cave spider bite
 
| Giant cave spider bite
 
| giant cave spider venom<br />(injected)
 
| giant cave spider venom<br />(injected)
| Being bitten by a [[giant cave spider]]
+
| Being bitten by a {{L|giant cave spider}}
 
| Complete paralysis<sup>1</sup><br/>'''Being eaten by the GCS'''
 
| Complete paralysis<sup>1</sup><br/>'''Being eaten by the GCS'''
 
| None, not that it really matters.
 
| None, not that it really matters.
Line 49: Line 49:
 
|-
 
|-
 
| Gnomeblight
 
| Gnomeblight
| [[gnomeblight]]<br />(contact, inhaled, or injected)
+
| {{L|gnomeblight}}<br />(contact, inhaled, or injected)
 
| Unknown. Affects gnomes only
 
| Unknown. Affects gnomes only
 
| None
 
| None
Line 57: Line 57:
 
| Giant desert scorpion sting
 
| Giant desert scorpion sting
 
| giant desert scorpion<br />(injected)
 
| giant desert scorpion<br />(injected)
| Being stung by a [[giant desert scorpion]]
+
| Being stung by a {{L|giant desert scorpion}}
 
| None
 
| None
 
| Necrosis of the brain and nervous system<sup>2</sup>
 
| Necrosis of the brain and nervous system<sup>2</sup>
Line 64: Line 64:
 
| Helmet snake bite
 
| Helmet snake bite
 
| helmet snake venom<br />(injected)
 
| helmet snake venom<br />(injected)
| Being bitten by a [[helmet snake]]
+
| Being bitten by a {{L|helmet snake}}
 
| Minor bleeding
 
| Minor bleeding
 
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb  
 
| Fever<br/>Nausea<br/>Dizziness<br/>Localized swelling<br/>Localized oozing<br/>Localized bruising<br/>Strong pain<br/>Intense localized necrosis<br/>Possible loss of limb  
Line 71: Line 71:
 
| Iron man cough
 
| Iron man cough
 
| iron man gas<br />(inhaled)
 
| iron man gas<br />(inhaled)
| Expelled by [[iron man]]
+
| Expelled by {{L|iron man}}
 
| Coughing blood
 
| Coughing blood
 
| None
 
| None
Line 78: Line 78:
 
| Platypus sting
 
| Platypus sting
 
| platypus venom<br />(injected)
 
| platypus venom<br />(injected)
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]
+
| Being kicked by a {{L|platypus}}, {{L|giant platypus}} or {{L|platypus man}}
 
| Pain and swelling
 
| Pain and swelling
 
| Extreme pain, swelling possibly to the point of necrosis
 
| Extreme pain, swelling possibly to the point of necrosis
Line 85: Line 85:
 
| Serpent man bite
 
| Serpent man bite
 
| serpent man venom<br />(injected)
 
| serpent man venom<br />(injected)
| Being bitten by a [[serpent man]]
+
| Being bitten by a {{L|serpent man}}
 
| Complete paralysis<sup>1</sup>
 
| Complete paralysis<sup>1</sup>
 
| None
 
| None
Line 92: Line 92:
 
| beast sickness<sup>3</sup>
 
| beast sickness<sup>3</sup>
 
| random
 
| random
| Encounters with [[forgotten beast]]s
+
| Encounters with {{L|forgotten beast}}s
 
| random
 
| random
 
| random
 
| random
Line 99: Line 99:
 
| titan sickness<sup>3</sup>
 
| titan sickness<sup>3</sup>
 
| random
 
| random
| Encounters with [[titan]]s
+
| Encounters with {{L|titan}}s
 
| random
 
| random
 
| random
 
| random
Line 106: Line 106:
 
| demon sickness<sup>3</sup>
 
| demon sickness<sup>3</sup>
 
| random
 
| random
| Encounters with [[demon]]s
+
| Encounters with {{L|demon}}s
 
| random
 
| random
 
| random
 
| random
Line 113: Line 113:
 
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
 
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
 
:<small>2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.</small>
 
:<small>2. Necrosis of the brain will eventually result in instant death once the brain rots away completely.</small>
:<small>3. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/creature made of blood.</small>
+
:<small>3. {{L|Titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/creature made of blood.</small>
  
 
==The anatomy of a syndrome==
 
==The anatomy of a syndrome==
Line 169: Line 169:
  
  
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|time units]] afterwards, and finally ceases another 1000 time units later.
+
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 {{L|time|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 end it, the order of the intervening tokens isn't important.
 
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.
Line 179: Line 179:
 
*PROB:X
 
*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.
 
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)
+
*LOCALIZED (Optional if a BP token is present)
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 - ie. 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 (i.e. IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect.
+
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. It's unclear how this tag functions in syndromes contracted by inhalation.
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)
+
*BP:BODY_PART:TISSUE (Optional if the LOCALIZED token is present)
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!
+
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] {{L|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. 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)
 
*VASCULAR_ONLY (Optional)
 
This syndrome only affects tissue layers with the VASCULAR token.
 
This syndrome only affects tissue layers with the VASCULAR token.
Line 193: Line 193:
  
 
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!
 
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.
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
|- bgcolor="Bisque"
Line 201: Line 199:
 
! Description
 
! Description
 
|-
 
|-
| CE_BLEEDING
+
| CE_PAIN
 +
| Yes
 +
| Afflicts the targeted bodypart with intense pain.
 +
|-
 +
| CE_SWELLING
 
| Yes
 
| 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.
+
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
 
|-
 
|-
| CE_BLISTERS
+
| CE_OOZING
 
| Yes
 
| Yes
| Covers the targeted bodypart with blisters.
+
| Causes pus to ooze from the afflicted bodypart.
 
|-
 
|-
 
| CE_BRUISING
 
| CE_BRUISING
Line 213: Line 215:
 
| Causes the targeted bodypart to undergo bruising.
 
| Causes the targeted bodypart to undergo bruising.
 
|-
 
|-
| CE_IMPAIR_FUNCTION
+
| CE_BLISTERS
 
| Yes
 
| 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.
+
| Covers the targeted bodypart with blisters.
|-
 
| CE_NECROSIS
 
| Yes
 
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.
 
 
|-
 
|-
 
| CE_NUMBNESS
 
| CE_NUMBNESS
 
| Yes
 
| Yes
 
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
 
| 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
 
| CE_PARALYSIS
Line 237: Line 227:
 
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation in smaller creatures.
 
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation in smaller creatures.
 
|-
 
|-
| CE_SWELLING
+
| CE_FEVER
 +
| No
 +
| Causes the Fever condition.
 +
|-
 +
| CE_BLEEDING
 
| Yes
 
| Yes
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
+
| 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_COUGH_BLOOD
 
| CE_COUGH_BLOOD
Line 245: Line 239:
 
| 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.
 
| 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
+
| CE_VOMIT_BLOOD
 
| No
 
| No
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
+
| 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_DROWSINESS
 
| No
 
| Causes the Drowsiness condition.
 
|-
 
| CE_FEVER
 
| No
 
| Causes the Fever condition.
 
 
|-
 
|-
 
| CE_NAUSEA
 
| CE_NAUSEA
| No
+
| Yes
 
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
 
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
 
|-
 
|-
Line 265: Line 251:
 
| Renders unconscious.
 
| Renders unconscious.
 
|-
 
|-
| CE_VOMIT_BLOOD
+
| CE_NECROSIS
 +
| Yes
 +
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.
 +
|-
 +
| 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.
 +
|-
 +
| CE_DROWSINESS
 +
| No
 +
| Causes the Drowsiness condition.
 +
|-
 +
| CE_DIZZINESS
 
| No
 
| 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.
+
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
 
|}
 
|}
  
Line 309: Line 307:
 
|-
 
|-
 
| LIQUID_GLOB
 
| LIQUID_GLOB
| Shoots a '''liquid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.
+
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.
 
|-
 
|-
 
| UNDIRECTED_GAS
 
| UNDIRECTED_GAS
Line 324: Line 322:
  
 
{{Category|Modding}}
 
{{Category|Modding}}
[[ru:v0.31:Syndrome]]
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)