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Difference between revisions of "Interaction token"

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{{Quality|Fine}}
 
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{{Modding}}
  
The following [[token]]s can be used to define and use interactions.
+
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]]  [[Interaction_examples|examples]] of those may be necessary.'')
 +
 
 +
__TOC__
 +
{{clear}}
  
 
==Definitions==
 
==Definitions==
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|-
 
|-
| {{text anchor|EXPERIMENT_ONLY}}{{version|0.47.01}}
+
| {{text anchor|EXPERIMENT_ONLY}}
 
| Global
 
| Global
 
|  
 
|  
| This disallows use of the interaction in play, and also encourages usage specifically to create experimental populations. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]
+
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.
  
 
|-
 
|-
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| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
 
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
 
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.
 
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#Special_Effects|[CE_SPECIAL_ATTACK_INTERACTION]]].
+
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].
 
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].
 
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].
 
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].
 
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. See also [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].
+
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]].
+
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].
 
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].
 
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which have since been removed {{version|0.40.01}}); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.
+
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.
* '''EXPERIMENT''' - Allows the interaction to be used when experimenting on creatures. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8083510#msg8083510]
+
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while "performing horrible experiments" in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.
  
 
|-
 
|-
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|-
 
|-
| {{text anchor|IS_TRIGGER_STRING}}{{version|0.47.01}}
+
| {{text anchor|IS_TRIGGER_STRING}}
 
| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
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|-
 
|-
| {{text anchor|IS_TRIGGER_STRING_SECOND}}{{version|0.47.01}}
+
| {{text anchor|IS_TRIGGER_STRING_SECOND}}
 
| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
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|-
 
|-
| {{text anchor|IS_TRIGGER_STRING_THIRD}}{{version|0.47.01}}
+
| {{text anchor|IS_TRIGGER_STRING_THIRD}}
 
| Within I_SOURCE
 
| Within I_SOURCE
 
| text
 
| text
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[IS_NAME:the secrets of life and death]
 
[IS_NAME:the secrets of life and death]
 
|-
 
| {{text anchor|IS_FREQUENCY}}
 
| Within I_SOURCE
 
| Number
 
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], presumably determines the probability of the biome specified by [[Interaction_token#IS_REGION|[IS_REGION]]] to have this interaction.
 
  
 
|-
 
|-
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* '''SEE_THE_GREAT_NATURAL_SITES'''
 
* '''SEE_THE_GREAT_NATURAL_SITES'''
 
* '''IMMORTALITY'''
 
* '''IMMORTALITY'''
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.
+
* '''MAKE_A_GREAT_DISCOVERY'''
 +
* '''ATTAIN_RANK_IN_SOCIETY'''
 +
* '''BATHE_WORLD_IN_CHAOS'''
 +
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.
  
 
|-
 
|-
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| Indicates how the secret can be learned. Valid values:
 
| Indicates how the secret can be learned. Valid values:
 
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.
 
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means
+
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].
 
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices
 
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices
* '''MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt''' - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.
+
* '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.
  
 
|-
 
|-
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| Within I_SOURCE:DEITY
 
| Within I_SOURCE:DEITY
 
| Usage Hint token
 
| Usage Hint token
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING'''{{version|0.47.01}}, '''MEDIUM_BLESSING'''{{version|0.47.01}}, '''MINOR_CURSE'''{{version|0.47.01}}, '''MEDIUM_CURSE'''{{version|0.47.01}}, and '''MAJOR_CURSE''' are the only values that make sense.
+
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.
  
 
|-
 
|-
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| Within I_SOURCE:REGION
 
| Within I_SOURCE:REGION
 
| Region type
 
| Region type
| Indicates what types of regions are capable of performing this interaction. Multiple regions may be specified. Valid values:
+
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:
* '''ANY'''
+
 
* '''ANY_TERRAIN'''
+
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment
 +
 
 +
[[Biome|Terrain]]:
 +
 
 +
* '''DESERT'''
 +
* '''FOREST'''
 +
* '''GLACIER'''
 +
* '''GRASSLAND'''
 +
* '''HILLS'''
 +
* '''LAKE'''
 +
* '''MOUNTAINS'''
 +
* '''OCEAN'''
 +
* '''SWAMP'''
 +
* '''TUNDRA'''
 +
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications
 +
 
 +
[[Surroundings#Combinations & characteristics of surroundings|Alignment]]:
 +
 
 
* '''NORMAL_ALLOWED'''
 
* '''NORMAL_ALLOWED'''
 
* '''EVIL_ALLOWED'''
 
* '''EVIL_ALLOWED'''
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* '''GOOD_ONLY'''
 
* '''GOOD_ONLY'''
 
* '''SAVAGE_ONLY'''
 
* '''SAVAGE_ONLY'''
* Region type - '''SWAMP''', '''DESERT''', '''FOREST''', '''MOUNTAINS''', '''OCEAN''', '''LAKE''', '''GLACIER''', '''TUNDRA''', '''GRASSLAND''', '''HILLS'''
+
 
 +
|-
 +
| {{text anchor|IS_FREQUENCY}}
 +
| Within I_SOURCE
 +
| Probability
 +
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.
 +
 
 +
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.
  
 
|-
 
|-
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* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.
 
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.
 
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].
 
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].
* '''RANDOM_NEARBY_LOCATION'''{{version|0.47.01}} - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.
+
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.
  
 
|-
 
|-
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| type
 
| type
 
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:
 
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the [SYNDROME] tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.
+
 
 +
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the <code>[[Syndrome#SYNDROME|[SYNDROME]]]</code> tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.
 +
 
 
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.
 
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.
 +
 
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.
 
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See [[Interaction_token#IE_GRIME_LEVEL|[IE_GRIME_LEVEL]]] and [[Interaction_token#IE_SYNDROME_TAG|[IE_SYNDROME_TAG]]].
+
 
 +
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}}  and {{token|IE_SYNDROME_TAG|in}}.
 +
 
 
* '''CONTACT''' - Causes the creatures to touch.
 
* '''CONTACT''' - Causes the creatures to touch.
 +
 
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.
 
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.
* '''HIDE''' - Allows the creature to hide even if another creature can see it.
+
 
* '''CREATE_ITEM'''{{version|0.47.01}} - Creates an item as described by [[Interaction_token#IE_ITEM|[IE_ITEM]]] and [[Interaction_token#IE_ITEM_QUALITY|[IE_ITEM_QUALITY]]].
+
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.
* '''CHANGE_ITEM_QUALITY'''{{version|0.47.01}} - Alters an item's quality level as indicated by either [[Interaction_token#IE_CHANGE_QUALITY|[IE_CHANGE_QUALITY]]] or [[Interaction_token#IE_SET_QUALITY|[IE_SET_QUALITY]]]. When targeting a unit, all items equipped by that unit will be affected.
+
 
* '''SUMMON_UNIT'''{{version|0.47.01}} - Creates a new unit at the target. The type of unit can either be specified using the [[Interaction_token#CREATURE|[CREATURE]]] token, or made to be randomly selected as indicated by a variety of flag-based tokens: [[Interaction_token#IE_CREATURE_FLAG|[IE_CREATURE_FLAG]]], [[Interaction_token#IE_FORBIDDEN_CREATURE_FLAG|[IE_FORBIDDEN_CREATURE_FLAG]]], [[Interaction_token#IE_CREATURE_CASTE_FLAG|[IE_CREATURE_CASTE_FLAG]]] and/or [[Interaction_token#IE_FORBIDDEN_CREATURE_CASTE_FLAG|[IE_FORBIDDEN_CREATURE_CASTE_FLAG]]]. See also [[Interaction_token#IE_TIME_RANGE|[IE_TIME_RANGE]]] and [[Interaction_token#IE_MAKE_PET_IF_POSSIBLE|[IE_MAKE_PET_IF_POSSIBLE]]].
+
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.
* '''PROPEL_UNIT'''{{version|0.47.01}} - Applies a force specified using [[Interaction_token#IE_PROPEL_FORCE|[IE_PROPEL_FORCE]]] to a unit to knock it back.
+
 
* '''CHANGE_WEATHER'''{{version|0.47.01}} - Changes the weather as specified by [[Interaction_token#IE_ADD_WEATHER|[IE_ADD_WEATHER]]] and/or [[Interaction_token#IE_REMOVE_WEATHER|[IE_REMOVE_WEATHER]]].
+
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.
* '''RAISE_GHOST'''{{version|0.47.01}} - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.
+
 
 +
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.
 +
 
 +
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.
 +
 
 +
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.
 +
 
 +
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.
 +
 
 +
|-
 +
| {{text anchor|IE_ARENA_NAME}}
 +
| Within I_EFFECT
 +
| text
 +
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].
  
 
|-
 
|-
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| Within I_EFFECT
 
| Within I_EFFECT
 
| Frequency
 
| Frequency
| Currently only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Valid values:
+
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:
 
* '''WEEKLY'''
 
* '''WEEKLY'''
note:
+
 
DAILY, MONTHLY and YEARLY also exist in the string dump but aren't currently supported.
+
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.
 +
 
 
|-
 
|-
 
| {{text anchor|IE_IMMEDIATE}}
 
| {{text anchor|IE_IMMEDIATE}}
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| Within I_EFFECT
 
| Within I_EFFECT
 
| Location Hint
 
| Location Hint
| Indicates where the effect can take place. Valid values:
+
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria.  
 +
Valid values:
 
* '''IN_WATER'''
 
* '''IN_WATER'''
 
* '''IN_MAGMA'''
 
* '''IN_MAGMA'''
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* '''NO_THICK_FOG'''
 
* '''NO_THICK_FOG'''
 
* '''OUTSIDE'''
 
* '''OUTSIDE'''
A depth of 1/7 appears to be sufficient for IN_WATER and IN_MAGMA.
+
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.
  
|-
+
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with <code>[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]</code>.
| {{text anchor|IE_ARENA_NAME}}
 
| Within I_EFFECT
 
| text
 
| Allows the interaction effect to be applied to newly spawned creatures in Arena mode.
 
  
 
|-
 
|-
| {{text anchor|IE_ADD_WEATHER}}{{version|0.47.01}}
+
| {{text anchor|IE_ADD_WEATHER}}
 
| Within I_EFFECT:CHANGE_WEATHER
 
| Within I_EFFECT:CHANGE_WEATHER
 
| type
 
| type
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|-
 
|-
| {{text anchor|IE_REMOVE_WEATHER}}{{version|0.47.01}}
+
| {{text anchor|IE_REMOVE_WEATHER}}
 
| Within I_EFFECT:CHANGE_WEATHER
 
| Within I_EFFECT:CHANGE_WEATHER
 
| type
 
| type
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|-
 
|-
| {{text anchor|IE_PROPEL_FORCE}}{{version|0.47.01}}
+
| {{text anchor|IE_PROPEL_FORCE}}
 
| Within I_EFFECT:PROPEL_UNIT
 
| Within I_EFFECT:PROPEL_UNIT
 
| amount
 
| amount
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|-
 
|-
| {{text anchor|IE_ITEM}}{{version|0.47.01}}
+
| {{text anchor|IE_ITEM}}
 
| Within I_EFFECT:CREATE_ITEM
 
| Within I_EFFECT:CREATE_ITEM
 
| <probability>:<quantity>:[[item token]]:[[material token]]
 
| <probability>:<quantity>:[[item token]]:[[material token]]
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|-
 
|-
| {{text anchor|IE_ITEM_QUALITY}}{{version|0.47.01}}
+
| {{text anchor|IE_ITEM_QUALITY}}
 
| Within I_EFFECT:CREATE_ITEM
 
| Within I_EFFECT:CREATE_ITEM
 
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]>
 
| <[[Item_quality|quality]]> OR <minimum [[Item_quality|quality]]>:<maximum [[Item_quality|quality]]>
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|-
 
|-
| {{text anchor|IE_SET_QUALITY}}{{version|0.47.01}}
+
| {{text anchor|IE_SET_QUALITY}}
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]
 
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]
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|-
 
|-
| {{text anchor|IE_CHANGE_QUALITY}}{{version|0.47.01}}
+
| {{text anchor|IE_CHANGE_QUALITY}}
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| Within I_EFFECT:CHANGE_ITEM_QUALITY
 
| amount
 
| amount
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|-
 
|-
| {{text anchor|CREATURE}}{{version|0.47.01}}
+
| {{text anchor|CREATURE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <creature token>:<caste token>
 
| <creature token>:<caste token>
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|-
 
|-
| {{text anchor|IE_CREATURE_FLAG}}{{version|0.47.01}}
+
| {{text anchor|IE_CREATURE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.
+
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
  
 
|-
 
|-
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}{{version|0.47.01}}
+
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
 
| <[[Interaction_token#Creature_and_Caste_Flags|creature flag]]>
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.
+
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.
  
 
|-
 
|-
| {{text anchor|IE_CREATURE_CASTE_FLAG}}{{version|0.47.01}}
+
| {{text anchor|IE_CREATURE_CASTE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] may be summoned. This token may be used multiple times per interaction effect; it appears that any creature with at least one of the indicated flags will be counted as a valid option.
+
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.
  
 
|-
 
|-
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}{{version|0.47.01}}
+
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
 
| <[[Interaction_token#Creature_and_Caste_Flags|caste flag]]>
| Any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] will not be summoned. This token may be used multiple times per interaction effect; any creature with at least one of the indicated flags is forbidden.
+
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.
  
 
|-
 
|-
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}
+
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
|  
+
| <minimum [[Gait#Speed|gait speed]]>
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal/slow/slower gait is relatively fast, though this has yet to be tested.
+
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
  
 
|-
 
|-
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}{{version|0.47.01}}
+
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
|  
+
| <maximum [[Gait#Speed|gait speed]]>
| Exists in the string dump; presumably narrows the random summoning choices to creatures whose normal gait is relatively slow, though this has yet to be tested.
+
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|<energy expenditure>]] of 0 and a [[Creature_token#GAIT|<max speed>]] value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]
  
 
|-
 
|-
| {{text anchor|IE_TIME_RANGE}}{{version|0.47.01}}
+
| {{text anchor|IE_TIME_RANGE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]>
 
| <minimum [[Time|ticks]]>:<maximum [[Time|ticks]]>
Line 424: Line 467:
  
 
|-
 
|-
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}{{version|0.47.01}}
+
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}
 
| Within I_EFFECT:SUMMON_UNIT
 
| Within I_EFFECT:SUMMON_UNIT
 
|
 
|
Line 439: Line 482:
  
 
==Usage==
 
==Usage==
To enable a particular type of creature to use an interaction directly, the [[creature token]] [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]] should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called "[INTERACTION:CLEANING]" in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.
+
To enable a particular type of creature to use an interaction directly, the [[creature token]] <code>[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:<interaction name>]]]</code> should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called <code>[INTERACTION:CLEANING]</code> in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.
  
Interactions can also be granted to individual creatures via [[syndrome]]s using the token [[Syndrome#Special_Effects|[CE_CAN_DO_INTERACTION]]] (plus [[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]] and additional CDI tokens).
+
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token <code>[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]</code> followed by <code>[[Interaction_token#INTERACTION|[CDI:INTERACTION:<interaction name>]]]</code> and additional CDI tokens as required.
  
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of [CDI:ADV_NAME:Clean], for example.
+
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of <code>[CDI:ADV_NAME:Clean]</code>, for example.
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
Line 473: Line 516:
 
| {{text anchor|TARGET_RANGE}}
 
| {{text anchor|TARGET_RANGE}}
 
| target ID, range
 
| target ID, range
| Specifies how far away the target can be, in tiles. For SOLID_GLOB, LIQUID_GLOB and FIREBALL breath attacks, also determines how far the projectiles will fly before falling to the ground.
+
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.
  
 
|-
 
|-
Line 483: Line 526:
 
| {{text anchor|LOCATION_HINT}}
 
| {{text anchor|LOCATION_HINT}}
 
| Location Hint
 
| Location Hint
| Specifies where the creature is permitted to use the interaction. See [[Interaction_token#IE_LOCATION|above]] for valid values.
+
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.
  
 
|-
 
|-
 
| {{text anchor|USAGE_HINT}}
 
| {{text anchor|USAGE_HINT}}
 
| Usage hint token
 
| Usage hint token
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available{{verify}}. Multiple usage hints may be specified. Valid values:
+
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:
 
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.
 
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.
 
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.
 
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.
* '''DEFEND'''{{version|0.47.01}} - Used in combat. Creature will target itself.
+
* '''DEFEND''' - Used in combat. Creature will target itself.
 
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.
 
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.
 
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.
 
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.
Line 497: Line 540:
 
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.
 
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.
 
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.
 
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.
* '''MINOR_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.
+
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.
* '''MEDIUM_BLESSING'''{{version|0.47.01}} - Used in divination dice blessings. Targets the roller.
+
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.
* '''MINOR_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.
+
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.
* '''MEDIUM_CURSE'''{{version|0.47.01}} - Used in divination dice curses. Targets the roller.
+
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.
 
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.
 
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.
  
Line 598: Line 641:
 
===Breath Attack Types===
 
===Breath Attack Types===
  
 
+
    '''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''
{| {{prettytable}}
 
|'''[CDI:MATERIAL:<[[material token]]>:<material emission type>]'''
 
|}
 
  
 
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.
 
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.
Line 615: Line 655:
  
  
{| {{prettytable}}
+
    '''[CDI:FLOW:<flow emission type>]'''
|'''[CDI:FLOW:<flow emission type>]'''
 
|}
 
  
 
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).
 
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).
Line 642: Line 680:
 
| {{text anchor|TRAILING_GAS_FLOW}}
 
| {{text anchor|TRAILING_GAS_FLOW}}
 
| MATERIAL
 
| MATERIAL
| Shoots a trail of gas substance at the target which can be inhaled.
+
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].
 
|-
 
|-
 
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]
 
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]
Line 662: Line 700:
 
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]
 
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]
 
| MATERIAL
 
| MATERIAL
| Creature occasionally releases a "cloud" of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].
+
| The creature releases a "cloud" of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].
 
|-
 
|-
 
| {{text anchor|WEATHER_CREEPING_DUST}}
 
| {{text anchor|WEATHER_CREEPING_DUST}}
Line 678: Line 716:
 
| {{text anchor|WEATHER_FALLING_MATERIAL}}
 
| {{text anchor|WEATHER_FALLING_MATERIAL}}
 
| MATERIAL
 
| MATERIAL
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.
+
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.
 
|-
 
|-
| {{text anchor|SHARP_ROCK}}{{version|0.47.01}}
+
| {{text anchor|SOLID_GLOB}}
 
| MATERIAL
 
| MATERIAL
| Shoots a sharpened [[Item_token#ROCK|solid chunk]] of spinning substance at the creature, leaving symbols similar to broken arrows, essentially, a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot shards at you, even when you are literally right next to them.
+
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.
 
|-
 
|-
| {{text anchor|SOLID_GLOB}}
+
| {{text anchor|SHARP_ROCK}}
 
| MATERIAL
 
| MATERIAL
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the creature, leaving symbols similar to broken arrows, essentially, a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at you, even when you are literally right next to them.
+
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.
 
|-
 
|-
 
| {{text anchor|LIQUID_GLOB}}
 
| {{text anchor|LIQUID_GLOB}}
Line 717: Line 755:
 
|}
 
|}
  
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
+
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
  
 
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
 
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
Line 791: Line 829:
 
HAS_ANY_CANNOT_BREATHE_AIR
 
HAS_ANY_CANNOT_BREATHE_AIR
 
HAS_ANY_CANNOT_BREATHE_WATER
 
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_CAN_SWIM - currently unusable due to a bug
+
HAS_ANY_CAN_SWIM
 
HAS_ANY_CARNIVORE
 
HAS_ANY_CARNIVORE
 
HAS_ANY_COMMON_DOMESTIC
 
HAS_ANY_COMMON_DOMESTIC
Line 835: Line 873:
 
LOOSE_CLUSTERS
 
LOOSE_CLUSTERS
 
MATES_TO_BREED
 
MATES_TO_BREED
MUNDANE - currently unusable due to a bug
+
MUNDANE
 
OCCURS_AS_ENTITY_RACE
 
OCCURS_AS_ENTITY_RACE
 
SAVAGE
 
SAVAGE

Latest revision as of 17:59, 10 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


The following tokens can be used to define and use interactions. (It appears that, at least in order to make the big list make a little more sense, some examples of those may be necessary.)

Definitions[edit]

Token Context Arguments Description
INTERACTION Global ID Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.
EXPERIMENT_ONLY Global Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.
I_SOURCE Global type Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
  • CREATURE_ACTION - Specifies that the interaction may be used in conjunction with [CAN_DO_INTERACTION] and [CE_CAN_DO_INTERACTION], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.
  • ATTACK - Allows the interaction to be used in conjunction with [SPECIALATTACK_INTERACTION] and [CE_SPECIAL_ATTACK_INTERACTION].
  • INGESTION - Allows the interaction to be used in conjunction with [CE_BODY_MAT_INTERACTION].
  • DEITY - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [IS_USAGE_HINT].
  • SECRET - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [IS_SECRET]. Appropriate interaction effects with a creature target will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [IS_SECRET_GOAL] and [IS_SPHERE].
  • REGION - Allows the interaction to take place spontaneously in regions specified using [IS_REGION]. Also see [IS_FREQUENCY] and [IE_INTERMITTENT].
  • DISTURBANCE - Allows the interaction to take place spontaneously in disturbed tombs; generated interactions with this token are used to create mummies.
  • UNDERGROUND_SPECIAL - Allows the interaction to take place spontaneously in curious underground structures (which no longer generate); generated interactions with this token used to be used to produce zombies when creating the structure's inhabitants.
  • EXPERIMENT - This can be used by NIGHT_CREATURE_EXPERIMENTERs while "performing horrible experiments" in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.
IS_HIST_STRING_1 Within I_SOURCE text Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [I_SOURCE:INGESTION], the historical figure from whom the consumed material was extracted).

[IS_HIST_STRING_1: cursed]

IS_HIST_STRING_2 Within I_SOURCE text Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [I_SOURCE:INGESTION], it is displayed after the name of the historical figure from whom the consumed material was extracted.

[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]

IS_TRIGGER_STRING Within I_SOURCE text Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by IS_TRIGGER_STRING_SECOND or IS_TRIGGER_STRING_THIRD. May be limited to [I_SOURCE:DEITY] and [I_SOURCE:EXPERIMENT] interactions at present; this still needs to be tested.

[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]

IS_TRIGGER_STRING_SECOND Within I_SOURCE text Presented before the IS_TRIGGER_STRING when describing the event in the second person.

[IS_TRIGGER_STRING_SECOND: have]

IS_TRIGGER_STRING_THIRD Within I_SOURCE text Presented before the IS_TRIGGER_STRING when describing the e