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Editing v0.34:Syndrome

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Mechanically, syndromes are bundles of tokens attached to a material - 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.
 
Mechanically, syndromes are bundles of tokens attached to a material - 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.
+
If you are having troubles getting the syndromes to work (ie, 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:POISON:CREATURE_EXTRACT_TEMPLATE]
 
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
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   ENTERS_BLOOD
 
   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 (venom).
+
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
 
   SYNDROME
 
This tag ends the material details and begins the definition of the actual syndrome.
 
This tag ends the material details and begins the definition of the actual syndrome.
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|- bgcolor="Bisque"
 
|- bgcolor="Bisque"
 
! Token
 
! Token
! Accepts Target
 
 
! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
|-
 
| CE_ADD_TAG
 
| CE_ADD_TAG
| No
 
 
| tags
 
| tags
 
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.
 
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.
 
|-
 
|-
 
| CE_REMOVE_TAG
 
| CE_REMOVE_TAG
| No
 
 
| tags
 
| tags
 
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.
 
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.
 
|-
 
|-
 
| CE_DISPLAY_TILE
 
| CE_DISPLAY_TILE
| No
 
 
| TILE:[[DF2012:Tilesets|tile number]]:[[DF2012:Color#Modding color|colour]]
 
| TILE:[[DF2012:Tilesets|tile number]]:[[DF2012:Color#Modding color|colour]]
 
| The creature displays the specified tile and colour instead of its normal one.
 
| The creature displays the specified tile and colour instead of its normal one.
 
|-
 
|-
 
| CE_DISPLAY_NAME
 
| CE_DISPLAY_NAME
| No
 
 
| NAME:singular:plural:adjective
 
| NAME:singular:plural:adjective
 
| Attaches a specified name to the creature's normal name.
 
| Attaches a specified name to the creature's normal name.
 
|-
 
|-
 
| CE_FLASH_TILE
 
| CE_FLASH_TILE
| No
 
 
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile
 
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile
 
| The creature flashes between its normal tile and the one specified here.
 
| The creature flashes between its normal tile and the one specified here.
 
|-
 
|-
 
| CE_PHYS_ATT_CHANGE
 
| CE_PHYS_ATT_CHANGE
| No
 
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the physical [[attribute]]s of a creature.
 
| Alters the physical [[attribute]]s of a creature.
 
|-
 
|-
 
| CE_MENT_ATT_CHANGE
 
| CE_MENT_ATT_CHANGE
| No
 
 
| [[Attribute]]:percentage:fixed boost(?)
 
| [[Attribute]]:percentage:fixed boost(?)
 
| Alters the mental [[attribute]]s of a creature.
 
| Alters the mental [[attribute]]s of a creature.
 
|-
 
|-
 
| CE_BODY_APPEARANCE_MODIFIER
 
| CE_BODY_APPEARANCE_MODIFIER
| No
 
 
| APPEARANCE_MODIFIER:HEIGHT:percentage(?)  
 
| APPEARANCE_MODIFIER:HEIGHT:percentage(?)  
 
| Alters the size of the creature. (LENGTH and BROADNESS don't appear to work){{verify}}
 
| Alters the size of the creature. (LENGTH and BROADNESS don't appear to work){{verify}}
 
|-
 
|-
 
| CE_BP_APPEARANCE_MODIFIER
 
| CE_BP_APPEARANCE_MODIFIER
| Yes
 
 
| 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.
 
|-
 
|-
 
| CE_MATERIAL_FORCE_MULTIPLIER
 
| CE_MATERIAL_FORCE_MULTIPLIER
| No
 
 
| MAT_MULT:[[material token|material]]:A:B
 
| MAT_MULT:[[material token|material]]:A: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.
 
| 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.
 
|-
 
|-
 
| CE_BODY_MAT_INTERACTION
 
| CE_BODY_MAT_INTERACTION
| No
 
 
|  
 
|  
 
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:
 
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:
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|-
 
|-
 
| CE_SPEED_CHANGE
 
| CE_SPEED_CHANGE
| No
 
 
| speed modifier:number
 
| speed modifier:number
 
| Changes the speed of a creature.  
 
| Changes the speed of a creature.  
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|-
 
|-
 
| CE_CAN_DO_INTERACTION
 
| CE_CAN_DO_INTERACTION
| No
 
 
|  
 
|  
 
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:
 
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:
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|-
 
|-
 
| CE_BODY_TRANSFORMATION
 
| CE_BODY_TRANSFORMATION
| No
 
 
| PROB:percentage:START:time:END:time
 
| PROB:percentage:START:time:END:time
 
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:
 
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:
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|-
 
|-
 
| CE_SKILL_ROLL_ADJUST
 
| CE_SKILL_ROLL_ADJUST
| No
 
 
| PERC:percentage:PERC_ON:percentage:
 
| 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.
 
| 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.
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'''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.
 
'''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:period_type:min_value:max_value
 
* PERIODIC:period_type:min_value:max_value
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED
+
* COUNTER_TRIGGER:counter_name:min_value:max_value:REQUIRED
  
 
Currently, the only valid period type is MOON_PHASE. Valid counter values are below:
 
Currently, the only valid period type is MOON_PHASE. Valid counter values are below:
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|-
 
|-
 
| MOUNTAIN
 
| MOUNTAIN
| How much the creature minds being outdoors. Low values are known to decrease the severity of certain unhappy [[thought]]s.
+
| How much the creature minds being outdoors.
 
* 0 = likes working outdoors and grumbles only mildly at inclement weather.
 
* 0 = likes working outdoors and grumbles only mildly at inclement weather.
 
* 1 = does not mind being outdoors, at least for a time.
 
* 1 = does not mind being outdoors, at least for a time.
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|-
 
|-
 
| PARTIED_OUT
 
| PARTIED_OUT
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.
+
| How long it's been since the creature has been attending a [[party]] (or how long before it gets bored and goes back to work).{{verify}}
 
|-
 
|-
 
| MILK_COUNTER
 
| MILK_COUNTER
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.
+
| How long it's been since the creature has been milked (or how long before it can be milked again).{{verify}}
 
|-
 
|-
 
| EGG_SPENT
 
| EGG_SPENT
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.
+
| How long it's been since the creature laid eggs (or how long before it can do so again).{{verify}}
 
|-
 
|-
 
| GROUNDED_ANIMAL_ANGER
 
| GROUNDED_ANIMAL_ANGER
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.
+
| How angry (and likely to attack) an animal is from being over-crowded.
 
|-
 
|-
 
| TIME_SINCE_SUCKED_BLOOD
 
| TIME_SINCE_SUCKED_BLOOD
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|-
 
|-
 
| DRINKING_BLOOD
 
| DRINKING_BLOOD
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.
+
| How long the creature has been drinking somebody's blood (or how much longer before it's done).{{verify}}
 
|}
 
|}
  

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