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Editing DF2014 Talk:Syndrome

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I'm not quite sure where to add the new syndrome tokens into here, file changes in v0.42.01 list the following as new syndrome tokens (direct copy/past from file changes):
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<!-- DELETE THIS LINE -->{{newpage|type=cp|76.22.114.64}}
 
 
 
 
"
 
new syndrome tokens
 
[SYN_CONCENTRATION_ADDED:<amount>:<max>]
 
each 100 of amount will contribute SEV in general to each effect (before dilution), max goes up to 1000
 
the concentration does not decrease, but will stay at the maximum attained until the syndrome wears off
 
[SYN_IDENTIFIER:<token>]
 
causes these syndromes to use the same concentration pool, first one in wins (the rest just stack)
 
would be better to make syndromes their own raw at this point to needing this, will happen later
 
[SYN_NO_HOSPITAL]
 
affected creature will not go to the hospital for effects no matter how bad they get
 
base effect tokens
 
ABRUPT_START, ABRUPT_END -- without these, effects will generally build toward the peak and then drop off
 
DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode
 
new effects
 
[CE_CHANGE_PERSONALITY:FACET:<facet token>:<amount>:<base effect tokens>]
 
can have multiple facets in one effect by listing them as FACET:<token>:<amount> over and over -- see inebriation
 
[CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<amount>:<base effect tokens>]
 
due to the way emotions work, you'll need additional effects for each emotion you want to stack
 
[CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect tokens>]
 
"
 
 
 
Briefish summery of above (I can't recall the formatting to make it more neat to read, edit mode looks nicer):
 
* Increases severity in general based to each effect, prior to dilution, on concentration amount (I think?) until syndrome wears off
 
* Setting syndromes to use same concentration pool, 1st one in wins rest stack
 
* Make creatures not go to hospital for it at all
 
* Making effects start/stop suddenly, rather than building up to a peak and dropping off.
 
* make effects last longer in dwarf mode
 
* Personality/Emotion changes (This looks interesting)
 
* Erratic Behavior
 
[[User:Aranna|Aranna]] ([[User talk:Aranna|talk]]) 08:17, 4 December 2015 (UTC)
 
 
 
 
 
== CAN_BE_HIDDEN ==
 
 
 
Some of the generated Rawfiles for vampire curses seem to suggest that there's a CAN_BE_HIDDEN syndrome token for some CE_X tags - more exploration is needed, but the two CE_X tags in the "deity vampire curse" generated interaction raw using this syndrome are as follows:
 
 
 
<pre>
 
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]
 
 
 
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]
 
</pre>
 
 
 
Additionally, as mentioned (partially) above, ABRUPT is another token that seemingly needs a little more love.
 
 
 
--[[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 04:39, 21 May 2016 (UTC)
 
 
 
== NEEDS HELP! ==
 
 
 
I'm trying to make ogresses both milkable and learnable. So I add continuous blood on heart secretions and try to add syndrome. But how make syndrome that remove CAN_LEARN when MILK_COUNTER become 0 and give CAN_LEARN back only if MILK_COUNTER become 20000 (when ogress milked)? [[Special:Contributions/35.191.3.167|35.191.3.167]] 00:52, 30 April 2020 (UTC)
 
 
 
== Multi-caste/multi-creature body transformations ==
 
 
 
Shouldn't the probabilities in this all be 25, except for the last one? [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 03:42, 11 February 2023 (UTC)
 

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