- Beast sickness [permanent]
- - Bleeding [permanent] (size delays,size dilutes,vascular only,localized) power=100
- - Drowsiness [permanent] (size delays,size dilutes) power=100
- - ###Fever [332-1059-2434] (size delays,size dilutes) power=100
So when there are three numbers in square brackets, is that related to START/PEAK/END? It still doesn't seem right, because this guy has had the syndrome for months or a year now, so 300 ticks away seems unlikely, and when I first looked at the output months ago I don't remember those numbers being in the hundreds of thousands. And is power equivalent to SEV? The wiki says SEV 1000 is pretty severe, so 100 seems not so bad, which is consistent with my dwarf not bleeding out or starving to death in bed. I've got a kitten with it, too, and it doesn't seem to be affected other than "Urvad Oltarosod, Kitten (Tame) cancels Sleep: In Custody" when I gelded him.
I think I slightly mis-explained what the ### means (oops). They should be showing whenever that effect is inactive, either because the START is yet to be reached, or because the END has been passed. I only mentioned the possibility of it not having yet started, but like in your case, it's likely that the ###s are appearing for the fever effect because that effect's end has long since passed.
Yeah, power is just SEV. SEV is one of those weird things that's hard to actually quantify because it means different things for different effects, and even different things for the same effects depending on how its implemented, and also there isn't any clear documentation on what levels of SEV do what... For example (and I'm just going off old memories, so I could be wrong) the SEV for a CE_FEEL_EMOTION affects the intensity of an emotion, with a SEV of 100 being 100%, and lower SEV potentially downgrading the emotion to a weaker one, or higher upgrading it to a stronger one, based on the emotion. Meanwhile just 1 SEV of CE_DROWSINESS makes a unit grow sleepier at 16 times(?) the normal rate (when the game is working properly, at least)*, and a SEV of 2 will outpace the speed that sleeping recovers tiredness. When tiredness can lead to poor productivity or even insanity, almost any level of SEV seems "pretty severe" when it comes to drowsiness. Don't worry, I'm sure your permanently drowsy guy will do just fine (hopefully the fact that the effect in this instance is diluted by size will make a difference)...
Thanks, that's helpful. It's surprising to me how many of the dfhack tools aren't documented or even acknowledged in the dfhack docs.
Most of the dfhack scripts should be listed in the documentation, like this script in question
here. I think the main problems with the script is that it doesn't follow the normal dfhack conventions for sending arguments (usually you're supposed to have them lead with a
-, e.g.
-help), and it's documentation not really explaining what some of the things actually mean (like the ###).
Just in the interest of showing my working in case this method leads to weirdness and it's not usually 16 points of drowsiness per severity: I tested this by modifying the black mamba's venom so the drowsiness part only had a START and END, and a SEV of 100 (no peaks, or size dilutes, or anything like that). In arena mode I spawned a black mamba man (which uses black mamba venom), bit a human once, and tracked how much sleepiness they acquired each tick. It worked out at 1600 (give or take 1) per tick, so I divided that by 100 (assuming everything works linearly) to get the strength of 1 SEV.