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
, WRINKLYSelect 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
.