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Difference between revisions of "Syndrome"

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[[File:syndrome_statuses_anim.gif|right]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.
  
A '''syndrome''' is a disease or effect that a poor, helpless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
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Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).
  
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''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
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[[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]
 
==List of syndromes==
 
==List of syndromes==
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In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the "small creatures" category for purposes of this discussion.
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
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| None
 
| None
 
|-
 
|-
| Inebriation{{version|0.42.01}}
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| Inebriation
 
| [[Alcohol]] (consumed/injected)
 
| [[Alcohol]] (consumed/injected)
 
| Consuming alcoholic drinks
 
| Consuming alcoholic drinks
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|-
 
|-
 
| Mummy's curse
 
| Mummy's curse
| [[DF2014:Mummy|Disturbance interaction]].
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| [[Mummy|Disturbance interaction]].
| Being cursed by a [[DF2014:Mummy|mummy]], when caught raiding their tombs
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| Being cursed by a [[mummy]], when caught raiding their tombs
 
| None
 
| None
 
| None
 
| None
| 20% of any skill roll failing, regardless of skill.
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| 20% chance of any skill roll failing, regardless of skill.
 
|-
 
|-
 
| Vampirism
 
| Vampirism
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] curse
| Drinking blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Dwarf Mode, random chance.
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| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.
 
| None
 
| None
 
| None
 
| None
 
| Victim becomes a [[vampire]].
 
| Victim becomes a [[vampire]].
 
|-
 
|-
| Werebeast Curse
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| Werebeast curse
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] curse
| Being bitten by a [[werebeast]]. Toppling statues in shrines in Adventure Mode, random chance.
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| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.
 
| None
 
| None
 
| None
 
| None
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|-
 
|-
 
| Necromancy
 
| Necromancy
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] 'curse'
| Reading a book/slab that contains the secrets to life and death.
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| Reading a book/slab that contains the secrets of life and death.
 
| None
 
| None
 
| None
 
| None
| Reader becomes a [[Necromancer]].
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| Reader becomes a [[necromancer]].
 
|-
 
|-
| [evil rain] sickness<sup>3</sup>
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| evil rain sickness<sup>3</sup>
 
|rowspan=7| Random
 
|rowspan=7| Random
| Being caught outside in freakish weather in an evil biome
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| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|-
 
|-
| [evil cloud] sickness<sup>4</sup>
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| evil cloud sickness<sup>4</sup>
| Being caught in a creeping cloud in an evil biome
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| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]
 
|-
 
|-
 
| beast sickness<sup>5</sup>
 
| beast sickness<sup>5</sup>
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|-
 
|-
 
| night sickness<sup>5</sup>
 
| night sickness<sup>5</sup>
| Encounters with [[werebeast]]s
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| Encounters with [[nightmare]]s or [[experiment]]s
 
|-
 
|-
 
| demon sickness<sup>5</sup>
 
| demon sickness<sup>5</sup>
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| Encounters with [[angel]]s
 
| Encounters with [[angel]]s
 
|}
 
|}
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
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: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.
:<small>2. Necrosis of the brain will eventually result in death once the brain rots away completely.</small>
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: 2. Necrosis of the brain will eventually result in death once the brain rots away completely.  
:<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small>
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: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.  
:<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small>
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: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.  
:<small>5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).</small>
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: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).
  
 
==The anatomy of a syndrome==
 
==The anatomy of a syndrome==
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.
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To recap, syndromes are "diseases" which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.
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{{Modding}}
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'''1) Transmission via Materials'''
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Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.
  
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.
 
  
     [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
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Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:
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''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''
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     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
 
         [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
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         [PREFIX:NONE]
 
         [PREFIX:NONE]
 
         [ENTERS_BLOOD]
 
         [ENTERS_BLOOD]
         [SYNDROME]
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         '''[SYNDROME]'''
             [SYN_NAME:giant cave spider bite]
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             '''[SYN_NAME:giant cave spider bite]'''
             [SYN_AFFECTED_CLASS:GENERAL_POISON]
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             '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''
             [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
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             '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''
             [SYN_INJECTED]
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             '''[SYN_INJECTED]'''
             [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
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             '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''
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In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.
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The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it "giant cave spider bite", make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).
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Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:
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    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
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This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).
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Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).
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A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.
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'''2) Transmission via Interactions'''
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The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.
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See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.
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==Basic syndrome tokens==
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{| {{prettytable}}
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|- bgcolor="Bisque"
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