Crate df_ls_structure

source ·

Structs

Start an animal definition.
Begin defining a new attack this creature/caste can use, including its name, and the body part(s) used to perform the attack.
Sets the basic material of the plant, using another defined material (local or otherwise).
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
“STP stands for “Standard Plural” and it just adds an ‘s’ to the singular word to save some typing. If you don’t add something in that slot, the body part won’t even load.“
Sets up the breadth of possibilities for appearance qualities for a selected BP group.
Makes the creature able to perform this interaction. Follow this effect token with various CDI tokens to specify its properties.
Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token.
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.
Covers the targeted bodypart with blisters.
Alters the size of the creature.
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.
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 from a “pool” defined by additional [CE:...] tokens (of which multiple may be specified).
Alters the characteristics (height, width etc.) of a body part.
Causes the targeted bodypart to undergo bruising.
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.
Changes a personality trait by the given amount. Multiple FACET:<trait>:<amount> sets may be used, and <amount> can be negative. For example, generated necromancer syndromes come with the following effect:
Closes any wounds on the targeted bodypart with speed depending on the SEV value.
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.
Probably decreases the severity of the infection from infected wounds over time.
Attaches the specified name to the creature’s normal name.
Causes the creature to display the specified tile instead of its normal one.
Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
Causes the Drowsiness condition.
Causes erratic behavior, meaning “People that like to brawl have a chance of starting a brawl- level fight with any nearby adult.” -Toady
Makes the creature feel a specific emotion. The effect’s SEV value determines how intense the emotion is. The creature also receives a thought in the following format: “[creature] feels [emotion] due to [syndrome name]”.
Causes the Fever condition.
Causes the creature to flash between its normal tile and the one specified here.
Heals the nerves of the targeted bodypart with speed depending on the SEV value.
Heals the tissues of the targeted bodypart with speed depending on the SEV value.
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.
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 this 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 token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the MATERIAL_FORCE_MULTIPLIER creature token.
Alters the creature’s specified mental attribute.
Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
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.
Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
Causes pus to ooze from the afflicted bodypart.
Afflicts the targeted bodypart with intense pain.
Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.
Alters the creature’s specified physical attribute.
Decreases the severity of any dizziness the creature has.
Decreases the severity of any fever the creature has.
Decreases the severity of any nausea the creature has.
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.
Decreases the severity of any paralysis effects on the targeted bodypart.
Decreases the severity of swelling on the targeted bodypart.
Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown.
Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token.
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 and floors. 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.
Alters the creature’s specified skill level. 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.
Makes the creature able to perform an interaction when using an attack with a designated body part/parts.
Changes the creature’s speed. The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.
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.
Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
Renders unconscious.
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.
Starts a “conversion block” to modify the arguments of existing tokens on a creature. A conversion block contains one CVCT_MASTER, one CVCT_TARGET, and one CVCT_REPLACEMENT (note, CVCT_REPLACEMENT is optional, and leaving it out may be used to erase parts of arguments instead of replacing them).
Starts a “conversion block” to modify the arguments of existing tokens on a creature, but unlike CV_CONVERT_TAG, the block will only apply a change when the specified numbered argument of `APPLY_CREATURE_VARIATION has a specfic value.
Starts a “conversion block” to modify the arguments of existing tokens on a creature. A conversion block contains one CVCT_MASTER, one CVCT_TARGET, and one CVCT_REPLACEMENT (note, CVCT_REPLACEMENT is optional, and leaving it out may be used to erase parts of arguments instead of replacing them).
Defines the item that the creature drops upon being butchered.
Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on.
The creature drops an additional object from the specified body parts when butchered. The items dropped are defined by [EBO_ITEM] and [EBO_SHAPE].
Specifies a material related to a reagent’s material within a reaction. REAGENT_ID must match a [REAGENT], and REACTION_PRODUCT_ID must either match a [MATERIAL_REACTION_PRODUCT] belonging to the reagent’s material or be equal to NONE to use the reagent’s material itself.
Defines a plant growth.
Define a new interaction.
Specifies the attack characteristics of this item.
Alias for CREATURE_MAT:CREATURE_ID:MATERIAL_NAME, where CREATURE_ID is the creature currently being defined; as such, it can only be used in creature definitions.
Define a new material locally.
Alias for PLANT_MAT:PLANT_ID:MATERIAL_NAME, where PLANT_ID is the plant currently being defined; as such, it can only be used in plant definitions.
Begins defining a new local tissue in the creature.
Wiki page: https://dwarffortresswiki.org/index.php/Material_token Some local creature/plant materials are separated out because they are only allowed in some cases, see #114.
The position holder does a thing. See each enum value for what each responsibility does.
Selects a locally defined material for editing. You can select ALL to modify all materials in the creature.
Selects a tissue for editing.
Selects a tissue layer for descriptor and cosmetic purposes.
Begins a selection of body parts.
Begins a selection of tissue layers.
Used to begin defining a new syndrome.
Adds the tissue layer to wherever it is required.
Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.
Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being “transparent”.
Define a new material locally, based off the given local material.
Define a new material locally, based off the given template.
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
Defines an attack on this weapon. You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks used 100 times more often than BLUNT attacks.

Enums

Creatures have an emotional response to certain circumstances. Different creatures have differing responses to the same circumstance due to their personalities. Recent emotion/circumstance pairs are listed in the Thoughts and Preferences screen. Different thoughts can have different strengths, depending on time elapsed dwarven personality. This thought strength is then divided by the “divisor” number given above.
For more key binds see: issue #76
The shape of the tissue
Plural shorthand alternatives
The shape of the tissue

Type Definitions

Allow LOCAL_CREATURE_MAT and LOCAL_PLANT_MAT.
Allow all Material Tokens and LOCAL_CREATURE_MAT.
Allow all Material Tokens and LOCAL_PLANT_MAT.
Allow all Material Tokens and NONE:NONE.
Allow LOCAL_CREATURE_MAT, LOCAL_PLANT_MAT and GET_MATERIAL_FROM_REAGENT.
Allow all Material Tokens and GET_MATERIAL_FROM_REAGENT.