A small mod to give you contagious diseases that cause epidemics in fortresses, plagues, developmental disorders (blindness, midgets), psychiatric conditions and medicine in fortress mode and for adv mode NPCs. Free for use and compatible with most everything, I imagine.
DFFD: http://dffd.wimbli.com/file.php?id=7818
(old, more complex and buggy version: http://dffd.wimbli.com/file.php?id=7758)
Major update! See: http://www.bay12forums.com/smf/index.php?topic=127265.msg4322030#msg4322030
I was playing adventure mode with this mod when I cam across a camp of human bandits. The archer was a midget, the maceman was a giant, and the swordsman captain was blind. It certainly gave their crew more flavor than any other nameless, faceless bandits, but what I didn't realize was that one of the pikemen was a Ghastly Plague Bearer. He infected me as I was chopping his arms off, which was disappointing because I wanted to retire my dwarf and relocate him to a fortress I would start up later.
In fortress mode, I had a mother give birth to her child, who was infected with meningitis. I locked them in their room with some food and drink and watched them constantly re-infect one another for five years, until the baby grew up to become a child and I could separate the two and let the disease die out.
In another case of fortress mode, I had a migrant wave bring a case of the flu with them. I quarantined them for 29 days instead of 30, then let them into my fortress. The fps fucking crashed as 80+ dwarves all began to simultaneously infect one another CONSTANTLY. I locked everyone into their respective rooms and waited out the disease. 30 days after I locked the final dwarf away, I had lost about 60% of my population to starvation, thirst, and insanity, including my Legendary Blind Weaponsmith.
In conclusion, I love your mod.
-- Spontaneous testimony
Haven't posted here before, and sorry if this is presumptuous making a new thread for such a little thing or anything. I just didn't find any "disease" mods with a quick search, and liked the idea personally.
Here's four contagious diseases for dwarf mode, also discoverable in adventurer mode. Use for your enjoyment or whatever you like, including inclusion in your own mod without credit if you want to - I just wanted to add new functionality to the game.
Summary:
Deities occasionally curse intelligent creatures to become plaguebearers. These otherwise unremarkable poor souls then migrate to and spread plague (by touch) in your fort. Plague victims experience different effects over time, but at this time will never completely recover from the plague. Plague sufferers can infect one dwarf per day to share the same fate. They will also infect your enemies and can be weaponized, as those enemies then infect other enemies. Unintelligent creatures can get and spread rabies instead.
Currently includes the following:
* bubonic plague - despite how it sounds, mostly harmless -- just blisters, fevers, vomiting blood and dizziness
* contagious manic depression - makes dwarves periodically emotionless and drowsy, mischievious or occasionally berserk
* blackheart plague - the money plague, causing oozing, nausea, blindness, random rotting of body parts and limbs over time and pain intense enough that dwarves can pass out
* rabies - an animal becomes contagious to both dwarves and other animals after three weeks, and permanently berserk at four weeks. A dwarf becomes berserk and contagious at four weeks and dies at five weeks.
DFFD: http://dffd.wimbli.com/file.php?id=7755
A more fun mode where EVERY dwarf is a potential plague spreader instead. This is done by modding creature raws so that dwarves all have a 1% chance to turn into a random type of plaguebearer. Note that without this divine laziness may cause you to never see a plague at all, while this all but guarantees it every time. Here:
DFFD: http://dffd.wimbli.com/file.php?id=7756
Unless I somehow uploaded the wrong raws, it's tested in arena mode to make sure syndromes work correctly and worldgen-tested. Not tested in fortress mode for balance at all, but from arena mode testing it seems plagues get very serious very fast if not contained.
If anyone wants it, I can also very easily make "medicine" that can remove plagues based on this. For anyone who's interested, just add IT_CANNOT_HAVE_SYNDROME_CLASS:MEDICINE to all the plague interactions and SYN_CLASS:MEDICINE to all your medicines.
No offense to anybody affected by a psychiatric disorder intended - the colorful vocabulary is supposed to reflect dwarven concepts of mental illness, not ours.
I was making a "Dwarf Souls" mod which was going to include lots of fun demons, dying things releasing edible "souls" that give you powers, plagues and insanity. Upon migrating my home computer to Debian (one of the best things I ever did, but...) I foolishly didn't realize to preserve my DF folder with all my modded raws, so there went among other things about a working week's worth of modded bodies and creatures with their dialog and interactions and everything.
I really don't feel like doing it all over again, but I didn't see any mod about illness and thought it was a fun idea, so I'm going to just rewrite and release that part of what I was doing, before I completely forget how to do all this again now that the project is gone. I'm still grieving over my poor demons though.
EDIT: Some notes on how to modify this to your liking or apply this to your mod:
- To make milder and more severe plagues, just edit the syndrome tags that follow any plague at interaction: DISEASE_PLAGUE*
- To make new plagues that spread similarly, just copy a plague and change the plague number and the syndrome tags. They will work similarly to these. If you want to use the add on mod that makes plagues more common with them, the files are annotated so as to how to do that. Basically just add more options with your plague numbers and probabilities to PLAGUE_SWITCH
- To modify how plagues spread, modify the SPREAD_PLAGUE interactions. If you want them to not spread as aggressively, add a higher amount of time to the first [CE_CAN_DO_INTERACTION:START:1200] bracket (replacing 1200 with eg. 3600 for 3 days) and the immediately following [CDI:WAIT_PERIOD:1200] tags both. Adding to only the first one results in a higher latency period, but plagues spread very fast once started. Adding to only the latter one tends to create a domino effect, because while dwarves spread plague slower after they've started, they can still spread it to one other dwarf very fast if you didn't edit the first tag.
- To make a plague eventually end, should modify the [CE_CAN_DO_INTERACTION:START:1200] and [CE_CAN_DO_INTERACTION:START:0] clauses of its SPREAD_PLAGUE interaction, adding END:(desired time). The dwarf should now be plague-free and non-contagious in a month and ready to catch another plague. Also, to create a disease that spreads through your fort once only and then your dwarves turn immune to it, modifying the latter only as above should do it.
Double post time! I felt that I had created a pretty solid framework here, so I set out to expand it some more and see what it can do. Turns out it can handle contagious disease, noncontagious disease and epidemics just as well. All that is needed is to copy the interactions and change the parameters. The raws below include annotation so as to how to do that.
New DFFD: http://dffd.wimbli.com/file.php?id=7758
Again free for all use you may have for it! Now includes the following:
Disease name - prevalence - spread - nature - effect
Plagues:
Black plague - approx. 0,03%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - intense pain, fevers, nausea, oozing and small chance of permanent eye, limb or organ necrosis per month (to death). Also small chance of a deity cursing someone with this.
Bubonic plague - approx. 0,03%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - blisters, fevers, vomiting blood. Also small chance of a deity cursing someone with this.
Hemorrhagic smallpox - approx. 0,04%/migrant - spreads 1x/day/diseased dwarf/touch - permanent, permanent immunity - bruising, coughing blood, bleeding (to death). Also small chance of a deity cursing someone with this.
Epidemics:
Influenza - 2,5%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - fevers, nausea, slight pains all over
Meningococcal meningitis - 1%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - fever and strong pain, chance of unconsciousness, tiny chance of psychosis
Pneumococcal pneumonitis - 1,5%/migrant - spreads 1x/day/diseased dwarf/touch - lasts 1 month, preventable with medicine, no lasting immunity - coughing blood, small chance of lung necrosis leading to death
Noncontagious diseases:
High blood pressure: affects 7,5% of dwarves - does not spread - permanent, treatable with blood pressure medicine - if untreated, 33% chance of dizziness lasting one month per month, 1% chance per month of cerebral infarction leading to permanent unconsciousness
Paranoid schizophrenia: affects 1% of dwarves - does not spread - permanent, treatable with psychiatric medicine - if untreated, 50% chance of vastly increased creativity for one month per month, 33% chance of no emotions for one month per month, 10% chance of psychosis for one month per month
Liver cancer: affects 1% of dwarves - does not spread - permanent, liver necrosis can be prevented with cancer medicine - if untreated, liver will eventually undergo necrosis.
Other
Rabies: initially affects 1% of animals you give it to, can be given to animals only - permanent - affected animal starts spreading it by touch (1 victim/day) at 3 weeks, animal goes permanently berserk at 4 weeks; animal can infect dwarves after 3 weeks, dwarves go berserk and become contagious at 4 weeks and unavoidably die at 5 weeks.
Medicine:
MEDICINE_EPIDEMIC: stops epidemics spreading, which makes them go away. The only other way to survive them is to isolate dwarves so they don't keep re-infecting each other.
MEDICINE_BLOOD_PRESSURE: well, just about what you would expect. Makes dwarves not stroke out and become vegetables eventually.
MEDICINE_PSYCHIATRIC: keeps schizophrenic dwarves from acting on their delusions but also lowers their creativity
MEDICINE_CANCER: does not cure cancer, but makes it not destroy organs
All medicine currently works for 2 months per dose.
This is a minimal upload for compatibility. All the diseases are there, but you must add the 4 lines per disease category that are in ADD TO CREATURE and ADD TO MEDICINE to make creatures susceptible to disease and to make plants medical.
Comments, ideas, requests? 'Cause I could be persuaded to make more diseases too. (nurgleface)
- To avoid migrants bringing communicable diseases to your fort, the easiest way by far is to build migrant quarters where they and their animals can be quarantined for 1 month before they are let loose in your fort. However, note that if their race is affected by disease, merchants and invaders can bring epidemics to your fort too! Strategic merchant containment is also a possibility, and may even be safer for you for other reasons as well - if they die of pneumonia they caught from your dwarves, you will get the blame (but also the goods, so there's that).
- You should be able to tell if an animal has rabies, because once it goes berserk, it and its corpse should be marked as "rabid". If there is a rabies outbreak in your fort, don't feel too bad. It will have infected at most 7-10 other creatures unless you were really unlucky. Isolate everyone who was in contact with that animal, and observe them for 1 month. Some will die, but because rabies becomes contagious very slowly, there should be no further casualties.
- Now that there are diseases, large and well-stocked hospitals are a thing. Hospitals should have plenty of medicine, wards where disease-bearing dwarves can be contained and observation chambers for dwarves who were in contact with a rabid animal. For epidemics, lock everyone in the infectious disease ward and feed them medicine until the epidemic has stopped. Unless you made wine lower blood pressure or are really good at micro, you'll also probably eventually have a collection of dwarves who had a stroke (but the chances of stroke are only 0,075% per month per dwarf, so not too many). Consider magma-based euthanasia unless you really love those dwarves. Important dwarves who you know have blood pressure could have their own chambers have stockpiles of blood pressure medication.
- The same goes for asylums. Schizophrenic dwarves should have their own little fort stocked with medicine so they can live relatively normal lives. However, since their occasional bonus creativity improves item quality, you may instead take the risks involved and let them live among your dwarves normally, preferably working as craftsdwarves - but they may eventually do something unwise. It's not particularly humane, but if you surround their craftsdwarf's workshop with cage traps, you'll most likely catch them if/when something goes wrong and can release them once they come back to their senses.
How do you administer the medicine in practice? Make food items have medical powers and just hope/jump through hoops to make sure that a given dwarf can only eat the one thing?
Yes, that's the idea. Although I would personally make them drinks instead. You can basically add the "medicine syndrome" to anything you want, so you could also make, say, a reaction that generates gas that acts as medicine, although that's very convoluted.
To make it not insanely hard, you'd probably want the medicine to not be very inaccessible. Either that, or start dwarf hospitals - schizophrenic dwarves are burrowed somewhere and that burrow contains the only stockpile of antipsychotic drinks and no other drink. Alternatively you could make the medicines give a permanent curative effect by removing their syndrome's END: token
Maybe make demons capable of inflicting disease upon your fortress? I.e the angel of decay, or a demon of pestilence/blight? :)
Very easy :) here's a syndrome that makes a dwarf catch the black plague (and also become capable of transmitting it) by fast-forwarding him to a particular part of "plague switch":
[SYNDROME]
[SYN_NAME:Tainted with the black plague]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0]
[CDI:INTERACTION:SPREAD_PLAGUE_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:900001]
[CDI:ADV_NAME:Spread black plague]
[CDI:TARGET_VERB:feel sick to your stomach:feel sick to your stomach:looks pale and sickly]
Just add that to... anything that you want to transmit it, be it creature, interaction or mushroom.
Made an update to further test what can be done. This:
(http://s4.postimg.org/s4ibnkfwt/image.png)(http://s4.postimg.org/ssr66ieml/sk2.png)
New disorders:
Developmental disorders:
Gigantism: affects 0,1% of dwarves - does not spread - permanent - dwarf is permanently 2 times the size of regular dwarves and described as "extremely tall". Grants visible label: giant
Dwarfism: affects 0,1% of dwarves - does not spread - permanent - dwarf is permanently 50% the size of regular dwarves and described as "very small". Grants visible label: midget
Congenital blindness: affects 1% of dwarves - does not spread - permanent, treatable with MEDICINE_MIRACLE if defined - dwarf is permanently blind. Grants visible label: blind
Abnormal psychology:
Insomnia: affects 1% of dwarves - does not spread - permanent, treatable with psychiatric medicine - dwarf cannot sleep for one year and then is somewhat drowsy (and sleeps) for half a year. Grants visible label: insomniac
Depression: affects 2% of dwarves (not as depressed as humans) - does not spread - permanent, treatable with psychiatric medicine - unless treated, dwarf is emotionless, moves 20% slower and does sloppy work (lower creativity)
Psychopathy: affects 0,1% of dwarves - does not spread - permanent, not treatable - dwarf is permanently bloodsucker and will sometimes drain sleeping dwarves of blood. Dwarf occasionally goes berserk for ½ day (avg: 1 per 10 months) and attacks any nearby dwarves, then returns to completely normal (and will not be discoverable if there were no witnesses and you missed it). Grants hidden label: serial killer
Also plagues were changed for more realism. Now smallpox is the one that gives blisters (and only occasionally hemorrhagia), and bubonic plague and black plague resemble each other more.
People were feeling like only berserk animals should spread rabies, so I made it spread by attack only. However, I was unable to make it spread by saliva. Creating saliva went fine:
material_template_saliva
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:SALIVA_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CREAM]
[STATE_NAME:ALL_SOLID:frozen saliva]
[STATE_ADJ:ALL_SOLID:frozen saliva]
[STATE_COLOR:LIQUID:CREAM]
[STATE_NAME:LIQUID:saliva]
[STATE_ADJ:LIQUID:saliva]
[STATE_COLOR:GAS:CREAM]
[STATE_NAME:GAS:boiling saliva]
[STATE_ADJ:GAS:boiling saliva]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[SLIME_MAP_DESCRIPTOR]
and so adding it to creatures:
[USE_MATERIAL_TEMPLATE:SALIVA:SALIVA_TEMPLATE]
[PREFIX:NONE]
[ENTERS_BLOOD]
...
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:SALIVA:LIQUID:100:100]
However, I then tried making rabies do this:
[INTERACTION:SPREAD_RABIES_1]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to slowly lose their self-control and foam at the mouth with rage, and cause their unsuspecting victims the same fate]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:CAN_LEARN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:PLAGUE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Rabies originator creature]
[SYNDROME]
[SYN_NAME:rabies]
[SYN_CLASS:PLAGUE]
[SYN_AFFECTED_CLASS:GENERAL_POISON][SYN_INJECTED]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:SALIVA:START:0]
[CE:INTERACTION:SPREAD_RABIES_1]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_CAN_DO_INTERACTION:START:0] make 33600 after testing
[CDI:INTERACTION:DISEASE_RABIES_1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:33600]
[CDI:ADV_NAME:Suffer from rabies (yes, it's a choice, dwarves just never choose not to)]
[CDI:TARGET_VERB:feel fine, for now:feel fine, for now:feels fine, for now]
which didn't work at all, no matter what I tried, so I abandoned that. Anybody want to help me with this?
which didn't work at all, no matter what I tried, so I abandoned that. Anybody want to help me with this?
Did you see Hugo's post at the end of the last page? He suggested that instead of having the bit inject saliva, you could just have the creature's mouth by constantly coated in saliva, which would then spread the disease when it came in contact with the skin (i.e. through biting).
Ideally, only creatures with rabies should have saliva coming out of their mouths... not sure whether that's possible, though.
Of course most bite attacks use TEETH instead of MOUTH to attack now so you'd need to slap [SECRETION:LOCAL_CREATURE_MAT:SALIVA:LIQUID:BY_CATEGORY:TOOTH:ALL] so now all animals with this (and hopefully saliva material on them) will coat their teeth with saliva, then by somehow reverse engineering the vampire curse interaction interaction_vampire
[OBJECT:INTERACTION]
Note: This is a vampirism curse from profaning a temple. The werebeast example can show you how to make it contagious through an attack.
[INTERACTION:VAMPIRE_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Vampire]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:VAMPIRE_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
so that it gives the infected creatures saliva the interaction or syndrome to pass on rabies, I've never dabbled into this so this is all the suggestions I can give on a biting attack (I was thinking of suggestions looking at were beast bite attacks + interaction but you can't give or alter an attack through an interaction/syndrome (or can you?))
Also here is an example from an old minior mod I released about how an external syndrome can work. ------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------
[SELECT_CASTE:ASSASSIN] --- Interactions
[CAN_DO_INTERACTION:AUTO_FLEE_HIDE]
[CDI:ADV_NAME:Hide]
CDI:USAGE_HINT:CLEAN_SELF --- Uses it no matter what
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:VERB:vanish:vanishes:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:2000]
[CDI:FREE_ACTION]
[SECRETION:CREATURE_MAT:HELMET_SNAKE:VENOM:LIQUID:BY_CATEGORY:ARM_LOWER:I_PLATE]
^^^May not be an interaction, bit it's a special effect^^^
------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------
Uses another creatures venom which has ENTERS_BLOOD in it.
That's actually a hell of a good point. I salute you. In fact I just experienced it first hand, since I just had a fun little uncontained meningitis epidemic and given the chance, dwarves do go to the hospital beds because of the PAIN symptom apparently. I didn't think they would because it's not a physical injury, but they do because apparently it counts as a yellow wound.
Here's my face when I realized how right you are here:
(http://picardfacepalm.com/picard-facepalm.jpg)
I guess either it has to be that ambulant dwarves get medical treatment while bedridden dwarves get isolation til their epidemics go away, to remove the pain symptom, or to make medicines food. Hmm. What do you guys think?
Hey! I'm not sure if you've fixed this since I last downloaded, but I've noticed a pretty glaring error in Fortress Mode. Here are some snippets from my [R]eports tab...
Dwarf 1:
(http://i.imgur.com/8CuFBhE.png?1)
Dwarf 2:
(http://i.imgur.com/OPDXrAP.png?1)
Do you see it?
Dwarf 1 is suffering from insomnia, depression, and serial-killer...ness, all of which are in the Psychology interactions.
Dwarf 2 is suffering from schizophrenia, liver cancer, and high blood pressure, all of which are in the Noncontagious interactions.
Granted, there is a *chance* that they both rolled those three specific diseases purely by luck, but it's pretty unlikely. And, seeing as how all their afflictions are in the same group of interactions, it probably means that you somehow linked insomnia, depression and serial-killer together, and somehow you linked schizophrenia, liver cancer, and high blood pressure together in the same way.
I'm pretty sure this is unintentional.
Also, the reports incorrectly use 2nd person rather than 3rd person perspective, but that's a trivial error at the very worst.
Thanks for finding that. I think it could be a missing [SYN_CLASS:PSYCHOLOGY] which is supposed to be there after
[IE_ARENA_NAME:Psychology switch check test]
[SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
Yeah, saving and reloading can cause weird behavior by syndromes, and related issues do tend to escape testing by me, because I binge through forts and test things in arena... in another thread I had forgotten to add syn_affected_class which lead to the syndrome spreading to everyone upon save and reload. The exact issue I imagine could be at work here is if the cooldown is voided by the save and reload, then if you save and reload within 7.5 days after someone developed abnormal psychology, they can gain another form of it for free because the only protection against that was the cooldown due to the missing syndrome class.
Here's a full fixed interaction_psychology_switch file, can copy, paste and overwrite:
interaction_psychology_switch
[OBJECT:INTERACTION] ## sorry, the annotations are currently just copied from noncontagious
[INTERACTION:SET_PSYCHOLOGY_BOOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:PSYCHOLOGY_BOOL_SET]
## prevents repeating this
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Psychology bool check test]
[SYNDROME]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PSYCHOLOGY_BOOL_TRUE]
[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:9001] ## PROB determines overall noncontagious disease frequency
[SYN_NAME:affected by abnormal psychology]
[CDI:INTERACTION:PSYCHOLOGY_SWITCH]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:90001]
[SYNDROME]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PSYCHOLOGY_BOOL_SET] ## makes it only do plague boolean once
[SYN_NAME:psychology pseudoboolean set]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0]
##insignificant effect that makes the syndrome permanent
[INTERACTION:PSYCHOLOGY_SWITCH]
## assigns a random illness
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:PSYCHOLOGY]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Psychology switch check test]
[SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:10:START:0] ## probability of noncontagious 1. The plague raws can use cumulative probability due to cross immunity - once a dwarf gets one plague, they do not get another and hence whichever gets set first is what they get. Since noncontagious diseases as I made them do not provide immunity, you must use standard probability here and not cumulative probabilty, or dwarves will get them all from a single source. Prob:10 here and 10 above gives a 1% chance per dwarf of schizophrenia, which is realistic
[CDI:INTERACTION:SPREAD_PSYCHOLOGY_1]
## yes, this is still needed. to make it not spread you modify the SPREAD_NONCONTAGIOUS interaction itself by removing the part about targeting others.
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:900001]
[CDI:ADV_NAME:Insomnia]
[CE_CAN_DO_INTERACTION:PROB:20:START:100] ## probability of noncontagious 2
[CDI:INTERACTION:SPREAD_PSYCHOLOGY_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:900001]
[CDI:ADV_NAME:Depression]
[CE_CAN_DO_INTERACTION:PROB:1:START:200] ## probability of noncontagious 3
[CDI:INTERACTION:SPREAD_PSYCHOLOGY_3]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:900001]
[CDI:ADV_NAME:Serial killer]
Later today, I'll try to confirm the problem, and if that fixes it, I'll update the upload. And if it doesn't I'll figure it out.
Fixed version up! Did away with all the switches. It seemed like 90% of the problem pretty much every single problem reported were those. It wasn't that much work after all, just wrote a script to do it.
New files at http://dffd.wimbli.com/file.php?id=7818 !
This should eliminate all the above problems even in theory. It could have new bugs and needs playtesting, but looks promising.
(http://s24.postimg.org/z5e62sxit/diseases.png)
New name of the game:
[APPLY_CREATURE_VARIATION:HAS_DEPRESSION]
[APPLY_CREATURE_VARIATION:HAS_BLACK_PLAGUE]
[APPLY_CREATURE_VARIATION:HAS_BUBONIC_PLAGUE]
[APPLY_CREATURE_VARIATION:HAS_SMALLPOX]
[APPLY_CREATURE_VARIATION:HAS_INFLUENZA]
[APPLY_CREATURE_VARIATION:HAS_MENINGITIS]
[APPLY_CREATURE_VARIATION:HAS_PNEUMONITIS]
[APPLY_CREATURE_VARIATION:HAS_BLOOD_PRESSURE]
[APPLY_CREATURE_VARIATION:HAS_SCHIZOPHRENIA]
[APPLY_CREATURE_VARIATION:HAS_LIVER_CANCER]
[APPLY_CREATURE_VARIATION:HAS_GIGANTISM]
[APPLY_CREATURE_VARIATION:HAS_DWARFISM]
[APPLY_CREATURE_VARIATION:HAS_BLINDNESS]
[APPLY_CREATURE_VARIATION:HAS_INSOMNIA]
[APPLY_CREATURE_VARIATION:HAS_PSYCHOPATHY]
Looking back, that's how it should have been done from the start, but I didn't know enough about how useful creature variations can be. Too bad CV_NEW_TAG:APPLY_CREATURE_VARIATION doesn't appear to work.
I also "officially" made epidemics less frequent because they were too destructive and annoying in fort mode for my taste, and fixed some typos that had managed to evade previous fixing attempts.
Well, actually it was giving every dwarf every disease. Found & fixed this critical issue. I assume that's what was causing the adventure mode problems too since I didn't find them myself. Thanks for reporting it. I wonder what those 17 other downloaders did :(
It was as follows:
A disease's first probability check gives the following:
1. You may not use this interaction if you have the syndrome already
2. Syndrome: Permanently set body broadness to 99%, and with e.g. 2% probability, be able to do interaction to make secondary disease check for 3000 phases
this works fine, except upon saving and reloading DF apparently interprets this as "Permanently set: body broadness is 99%, able to make secondary disease check, with 100% probability" for some reason that I really can't be bothered to figure out as it's not my day job.
To fix this, I changed it to:
1. You may not use this interaction if you have syndrome 1 already
2. Syndrome 1: permanently set body broadness to 99%
3. Syndrome 2: With e.g. 2% probability, be able to do interaction to make secondary disease check for 3000 phases
This does not cause the same issue with saving and reloading. My theory is it is interpreted as "Body broadness is permanently 99%, other syndrome has expired"
Furthermore for some obscure reason I had made this change for myself but uploaded a version without it, possibly assuming it was superfluous or just making an honest mistake.
Uploaded the fixed version... (http://dffd.wimbli.com/submit.php?action=edit&eid=7818) This time I downloaded, unpacked it myself into a fresh dwarf install and tried. Did not see extra diseases on save/reload (2 forts, 3 tries).
I'm also going to post the fixed disease probability raw for reference.
interaction_disease_probabilities
[OBJECT:INTERACTION]
[INTERACTION:DEPRESSION_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:DEPRESSION_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:DEPRESSION_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:depression check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:2:START:0:END:3000]
[CDI:INTERACTION:DEPRESSION_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:DEPRESSION_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:DEPRESSION_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:DEPRESSION_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:depression secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_DEPRESSION]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLACK_PLAGUE_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLACK_PLAGUE_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLACK_PLAGUE_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:black plague check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:BLACK_PLAGUE_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLACK_PLAGUE_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLACK_PLAGUE_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLACK_PLAGUE_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:black plague secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:3:START:0:END:3000]
[CDI:INTERACTION:SPREAD_BLACK_PLAGUE]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BUBONIC_PLAGUE_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BUBONIC_PLAGUE_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BUBONIC_PLAGUE_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:bubonic plague check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:BUBONIC_PLAGUE_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BUBONIC_PLAGUE_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BUBONIC_PLAGUE_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BUBONIC_PLAGUE_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:bubonic plague secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:3:START:0:END:3000]
[CDI:INTERACTION:SPREAD_BUBONIC_PLAGUE]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:SMALLPOX_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:SMALLPOX_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:SMALLPOX_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:smallpox check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:SMALLPOX_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:SMALLPOX_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:SMALLPOX_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:SMALLPOX_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:smallpox secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:3:START:0:END:3000]
[CDI:INTERACTION:SPREAD_SMALLPOX]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:INFLUENZA_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INFLUENZA_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:INFLUENZA_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:influenza check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:2:START:0:END:3000]
[CDI:INTERACTION:INFLUENZA_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:INFLUENZA_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INFLUENZA_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:INFLUENZA_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:influenza secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_INFLUENZA]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:MENINGITIS_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:MENINGITIS_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:MENINGITIS_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:meningitis check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:MENINGITIS_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:MENINGITIS_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:MENINGITIS_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:MENINGITIS_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:meningitis secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:75:START:0:END:3000]
[CDI:INTERACTION:SPREAD_MENINGITIS]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:PNEUMONITIS_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PNEUMONITIS_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:PNEUMONITIS_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:PNEUMONITIS_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PNEUMONITIS_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_PNEUMONITIS]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLOOD_PRESSURE_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLOOD_PRESSURE_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLOOD_PRESSURE_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:blood pressure check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:15:START:0:END:3000]
[CDI:INTERACTION:BLOOD_PRESSURE_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLOOD_PRESSURE_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLOOD_PRESSURE_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLOOD_PRESSURE_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:blood pressure secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:50:START:0:END:3000]
[CDI:INTERACTION:SPREAD_BLOOD_PRESSURE]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:SCHIZOPHRENIA_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:SCHIZOPHRENIA_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:SCHIZOPHRENIA_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:schizophrenia check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:SCHIZOPHRENIA_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:SCHIZOPHRENIA_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:SCHIZOPHRENIA_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:SCHIZOPHRENIA_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:schizophrenia secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_SCHIZOPHRENIA]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:LIVER_CANCER_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:LIVER_CANCER_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:LIVER_CANCER_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:liver cancer check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:LIVER_CANCER_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:LIVER_CANCER_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:LIVER_CANCER_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:LIVER_CANCER_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:liver cancer secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:3000]
[CDI:INTERACTION:SPREAD_LIVER_CANCER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:GIGANTISM_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:GIGANTISM_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:GIGANTISM_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:gigantism check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:GIGANTISM_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:GIGANTISM_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:GIGANTISM_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:GIGANTISM_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:gigantism secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:3000]
[CDI:INTERACTION:SPREAD_GIGANTISM]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:DWARFISM_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:DWARFISM_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:DWARFISM_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:dwarfism check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:DWARFISM_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:DWARFISM_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:DWARFISM_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:DWARFISM_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:dwarfism secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:3000]
[CDI:INTERACTION:SPREAD_DWARFISM]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLINDNESS_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLINDNESS_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLINDNESS_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:blindness check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:BLINDNESS_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:BLINDNESS_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:BLINDNESS_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:BLINDNESS_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:blindness secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_BLINDNESS]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:INSOMNIA_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INSOMNIA_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:INSOMNIA_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:insomnia check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:INSOMNIA_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:INSOMNIA_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INSOMNIA_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:INSOMNIA_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:insomnia secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_INSOMNIA]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:PSYCHOPATHY_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PSYCHOPATHY_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PSYCHOPATHY_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:psychopathy check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:PSYCHOPATHY_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:PSYCHOPATHY_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PSYCHOPATHY_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:PSYCHOPATHY_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:psychopathy secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:3000]
[CDI:INTERACTION:SPREAD_PSYCHOPATHY]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:RABIES_PROBABILITY]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:RABIES_A]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:RABIES_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:rabies check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
[CDI:INTERACTION:RABIES_PROB_INNER]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
[INTERACTION:RABIES_PROB_INNER]
[I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:RABIES_B]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CLASS:RABIES_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:rabies secondary check made]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
[CDI:INTERACTION:SPREAD_RABIES]
[CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
And the script to make it:
#!/bin/bash
file="interaction_disease_probabilities.txt"
echo "interaction_disease_probabilities" > $file
echo "[OBJECT:INTERACTION]" >> $file
echo "" >> $file
while true
do
echo "Disease name? l lists, q quits"
read NAME
if [ "$NAME" = "l" ]
then
while read line
do
listing=`grep PROBABILITY $line`
echo $listing
done < $file
elif [ "$NAME" = "q" ]
then
exit 0
else
NAME=`echo $NAME | tr '[:lower:]' '[:upper:]'`
namelowercase=`echo "$NAME"|sed 's/_/ /g'|tr '[:upper:]' '[:lower:]'`
echo $namelowercase
echo " " >> $file
echo "[INTERACTION:"$NAME"_PROBABILITY]" >> $file
echo " " >> $file
echo " [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]" >> $file
echo " [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:"$NAME"_FIRST_CHECK_MADE]" >> $file
echo " [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]" >> $file
echo -n " [SYN_CLASS:"$NAME"_FIRST_CHECK_MADE][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0]" >> $file
echo "[SYN_NAME:"$namelowercase" check made]" >> $file
echo " " >> $file
echo "Outer probability?"
read prob
echo " [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]" >> $file
echo " [CE_CAN_DO_INTERACTION:PROB:$prob:START:0:END:3000]" >> $file
echo " " >> $file
echo " [CDI:INTERACTION:"$NAME"_PROB_INNER]" >> $file
echo " [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]" >> $file
echo " " >> $file
echo "[INTERACTION:"$NAME"_PROB_INNER]" >> $file
echo " " >> $file
echo " [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]" >> $file
echo " [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:"$NAME"_SECOND_CHECK_MADE]" >> $file
echo " [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]" >> $file
echo " [SYN_CLASS:"$NAME"_SECOND_CHECK_MADE][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:"$namelowercase" secondary check made]" >> $file
echo " " >> $file
echo "Inner probability?"
read prob
echo " [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]" >> $file
echo " [CE_CAN_DO_INTERACTION:PROB:$prob:START:0:END:3000]" >> $file
echo " [CDI:INTERACTION:SPREAD_"$NAME"]" >> $file
echo " [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]" >> $file
echo " " >> $file
fi
done