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.“
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.
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).
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:
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.
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]”.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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”.
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.
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.