Crate df_ls_structure

Source

Structs§

AdjToken
AmmoToken
Animal
Start an animal definition.
ArmorToken
Attack
Begin defining a new attack this creature/caste can use, including its name, and the body part(s) used to perform the attack.
BasicMat
Sets the basic material of the plant, using another defined material (local or otherwise).
BodyAppearanceModifier
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.
BodyDetailPlanToken
BodyGlossToken
BodyPartToken
“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.“
BodyToken
BpAppearanceModifier
Sets up the breadth of possibilities for appearance qualities for a selected BP group.
BpLayerTokenArg
BuildItemToken
BuildingGeneralToken
CanDoInteraction
Makes the creature able to perform this interaction. Follow this effect token with various CDI tokens to specify its properties.
Caste
CeAddTag
Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token.
CeBleeding
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.
CeBlisters
Covers the targeted bodypart with blisters.
CeBodyAppearanceModifier
Alters the size of the creature.
CeBodyMatInteraction
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.
CeBodyTransformation
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).
CeBpAppearanceModifier
Alters the characteristics (height, width etc.) of a body part.
CeBruising
Causes the targeted bodypart to undergo bruising.
CeCanDoInteraction
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.
CeChangePersonality
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:
CeChangePersonalityTokenArg
CeCloseOpenWounds
Closes any wounds on the targeted bodypart with speed depending on the SEV value.
CeCoughBlood
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.
CeCureInfection
Probably decreases the severity of the infection from infected wounds over time.
CeDisplayName
Attaches the specified name to the creature’s normal name.
CeDisplayTile
Causes the creature to display the specified tile instead of its normal one.
CeDizziness
Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.
CeDrowsiness
Causes the Drowsiness condition.
CeErraticBehavior
Causes erratic behavior, meaning “People that like to brawl have a chance of starting a brawl- level fight with any nearby adult.” -Toady
CeFeelEmotion
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]”.
CeFever
Causes the Fever condition.
CeFlashTile
Causes the creature to flash between its normal tile and the one specified here.
CeHealNerves
Heals the nerves of the targeted bodypart with speed depending on the SEV value.
CeHealTissues
Heals the tissues of the targeted bodypart with speed depending on the SEV value.
CeImpairFunction
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.
CeMaterialForceMultiplier
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.
CeMentAttChange
Alters the creature’s specified mental attribute.
CeMentAttChangeTokenArg
CeNausea
Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.
CeNecrosis
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.
CeNumbness
Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
CeOozing
Causes pus to ooze from the afflicted bodypart.
CePain
Afflicts the targeted bodypart with intense pain.
CeParalysis
Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.
CePhysAttChange
Alters the creature’s specified physical attribute.
CePhysAttChangeTokenArg
CeReduceDizziness
Decreases the severity of any dizziness the creature has.
CeReduceFever
Decreases the severity of any fever the creature has.
CeReduceNausea
Decreases the severity of any nausea the creature has.
CeReducePain
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.
CeReduceParalysis
Decreases the severity of any paralysis effects on the targeted bodypart.
CeReduceSwelling
Decreases the severity of swelling on the targeted bodypart.
CeRegrowParts
Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown.
CeRemoveTag
Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token.
CeSenseCreatureClass
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.
CeSkillRollAdjust
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.
CeSpecialAttackInteraction
Makes the creature able to perform an interaction when using an attack with a designated body part/parts.
CeSpeedChange
Changes the creature’s speed. The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.
CeStopBleeding
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.
CeSwelling
Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.
CeTagsTokenArg
CeUnconsciousness
Renders unconscious.
CeVomitBlood
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.
CeXNoSevTokenArg
CeXNoTargetTokenArg
CeXTokenArg
ColorToken
CreatureCvConvertTag
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).
CreatureGraphicsToken
CreatureToken
CreatureVariationToken
CvConvertCTag
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.
CvConvertTag
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).
EboItem
Defines the item that the creature drops upon being butchered.
EntityPosition
Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on.
EntityToken
ExtraButcherObject
The creature drops an additional object from the specified body parts when butchered. The items dropped are defined by [EBO_ITEM] and [EBO_SHAPE].
FoodToken
GaitFlagTokenArg
GetMaterialFromReagentArg
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.
GlovesToken
Growth
Defines a plant growth.
HelmToken
IEffect
ISource
ITarget
InorganicToken
InstrumentToken
InteractionToken
Define a new interaction.
ItemAttack
Specifies the attack characteristics of this item.
ItemReferenceArg
LocalCreatureMatArg
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.
LocalMaterialToken
Define a new material locally.
LocalPlantMatArg
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.
LocalTissueToken
Begins defining a new local tissue in the creature.
MaterialToken
MaterialTokenArg
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.
NounToken
ObjectToken
PantsToken
PatternToken
PlantToken
PrefixToken
ProductToken
ReactionCategoryToken
ReactionToken
ReagentToken
Responsibility
The position holder does a thing. See each enum value for what each responsibility does.
SelectCaste
SelectMaterial
Selects a locally defined material for editing. You can select ALL to modify all materials in the creature.
SelectTissue
Selects a tissue for editing.
SelectTissueLayer
Selects a tissue layer for descriptor and cosmetic purposes.
SetBpGroup
Begins a selection of body parts.
SetTlGroup
Begins a selection of tissue layers.
ShapeToken
ShieldToken
ShoesToken
SiegeAmmoToken
SymbolToken
SyndromeToken
Used to begin defining a new syndrome.
TilePageToken
TissueLayer
Adds the tissue layer to wherever it is required.
TissueLayerAppearanceModifier
Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TissueStyle
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.
TissueStyleUnit
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.
TissueToken
TlColorModifier
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”.
ToolToken
ToyToken
TranslationToken
TrapCompToken
UseMaterial
Define a new material locally, based off the given local material.
UseMaterialTemplate
Define a new material locally, based off the given template.
UseTissue
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
UseTissueTemplate
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
VerbToken
Weapon
WeaponAttack
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.
WeaponToken
WordToken

Enums§

AlertOrPeacefulIntermittentEnum
AllEnum
AllOrAllSolidEnum
AnyHardStoneEnum
AppGeneticModelEnum
AppModTypeEnum
AppearanceModifierEnum
ArtFacetEnum
ArtImageModifierEnum
ArtifactEnum
AsNeededEnum
AttackPerformerTokenArg
AttackPriorityEnum
AttackTypeEnum
BiomeEnum
BodyAttributeEnum
BodyObjectToken
BodyPartTypeEnum
BpAppModifersEnum
BpCriteriaTokenArg
BpEnum
BpRelationEnum
BreathFlowEnum
BreathMaterialEnum
BuildingToken
CasteFlagEnum
CdiTargetTypeEnum
CdiTokenArg
CeBodyMatInteractionTokenArg
CeBodyTransformationTokenArg
ClassEnum
CoalMaterialEnum
ColorTypeEnum
ConTypeEnum
ConstructionEnum
CounterTriggerEnum
CounterTypesEnum
CreatureFlagEnum
CulturalValueEnum
DietInfoEnum
EffectEnum
EffectLocationEnum
EmotionEnum
EmotionTypeEnum
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.
EnvClassEnum
EthicReactionEnum
EthicTypeEnum
FacetEnum
FrequencyEnum
GaitTypeEnum
GetItemDataFromReagentEnum
GraphicsToken
GrowthHostEnum
HabitTypeEnum
ImprovementMaterialFlagEnum
ImprovementTypeTokenArg
ImprovementTypeWithMatFlagTokenArg
InclusionTypeEnum
InteractionEnum
InteractionMaterialEmissionTypeTokenArg
IntermittentFrequencyEnum
ItemImprovementModifierEnum
ItemSpecificEnum
ItemToken
KeyBindEnum
For more key binds see: issue #76
LaborEnum
LairCharacteristicEnum
LairTypeEnum
LanguageToken
LayerEnum
LimitedUsageHintEnum
MaleOrFemaleEnum
MatEnum
MatMultEnum
MatTokenEnum
MaterialStateEnum
MaterialTypeEnum
The shape of the tissue
MaxEnum
MoonPhaseEnum
MusicSkillEnum
NameEnum
NameTypeEnum
NoBuildUpEnum
NoEndEnum
NoMatGlossEnum
NoSubEnum
NoSubtypeEnum
NoneEnum
NormalEnum
NotApplicableEnum
OverwriteSolidEnum
PatternEnum
PercEnum
PercOnEnum
PeriodicTriggerEnum
PersonalityTraitEnum
PitchMethodEnum
PlantOrCreatureTokenArg
PluralEnum
Plural shorthand alternatives
PositionEnum
RarityEnum
ReactionDescriptionUseItemTokenArg
RegionTypeEnum
ReligionTypeEnum
RequiredEnum
ReservedBloodEnum
ResponsibilityEnum
RootEnum
ScholarTypeEnum
SeasonEnum
SecretGoalEnum
SecretLearnMethodEnum
SecretionTriggerEnum
SiegeAmmoClassEnum
SingularOrPluralEnum
SiteTypeEnum
SkillEnum
SoulAttributeEnum
SoundProductionEnum
SourceEnum
SpeedEnum
SphereEnum
StandardPluralEnum
StylingEnum
SuccessionTypeEnum
SymbolNounEnum
SynTransmittionMethodEnum
TargetLocationEnum
TargetPropertyEnum
TargetTypeEnum
TestAllEnum
TextureTypeEnum
TileEnum
TimbreEnum
TimescaleEnum
TissueModifierEnum
TissueShapeEnum
The shape of the tissue
ToolUseEnum
TuningMethodEnum
UnitTypeEnum
UsageHintEnum
VocalizationEnum
WeaponSkillEnum
WeatherEnum

Type Aliases§

DFRaw
MaterialTokenArgWithCreaturePlantMat
Allow LOCAL_CREATURE_MAT and LOCAL_PLANT_MAT.
MaterialTokenArgWithLocalCreatureMat
Allow all Material Tokens and LOCAL_CREATURE_MAT.
MaterialTokenArgWithLocalPlantMat
Allow all Material Tokens and LOCAL_PLANT_MAT.
MaterialTokenArgWithNoneNone
Allow all Material Tokens and NONE:NONE.
MaterialTokenArgWithReagentCreaturePlantMat
Allow LOCAL_CREATURE_MAT, LOCAL_PLANT_MAT and GET_MATERIAL_FROM_REAGENT.
MaterialTokenArgWithReagentMat
Allow all Material Tokens and GET_MATERIAL_FROM_REAGENT.