I have been messing around trying to mod some syndromes the past few days and while the
wiki page does explain how to make one, it seems to lack data on how exactly severity alters the syndromes effect. So I did some testing and hopefully other modders will find the results useful.
Disclaimer: I'm inexperienced to both how the testing arena works and DF modding so my test might not be accourate enough.
Acronyms:
io: indirect observer, when you don't control any creature
dc: direct control, when you control a creture like adventure mode
The Test:
The test itself involved a custom creature (basically a copy of a human) with a custom interaction that applied whatever syndrome I was testing. After the interaction has been activated (once, and it had the [ABRUPT] token) I would let time pass (usually without direct control of the test subject) and monitor the results. Due to my reaction times the actuall numbers in some cases might not be accourate but I believe they are still within an acceptable range to draw some conclusions.
Dizzines:
- SEV range: 0 - 9 899 No effect was show in either wounds (io) or health (dc) screen.
- SEV range: 9 900 - 1 000 000 Both io and dc reported the creature as "dizzy". On dc mode, speed dropped from 1.0 to 0.500 whatever that means.
Fever:
Regardless the severity value on io mode, it only reported the creature's status as "Fever". On dc mode however there were more details.
Also, despite what the
wiki page on symptoms say, no stunning was observed at these SEV ranges.
- SEV range: 0 - 9 899 No Effect.
- SEV range: 9 900 - 499 899 Slight Fever.
- SEV range: 499 900 - 999 899 Moderate Fever.
- SEV range: 999 900 - 100 000 000 Serious Fever.
Nausea:
Sev value seems to not have any effect on the amount of vomit produced and again cotrary to what is said in the wiki page, no dehydration status was observed even on the highest value after a test duration of ~37 000 phases/ticks.
- SEV range: 1 000 - 9 899 No Efect.
- SEV range: 9 900 - 100 000 000 Nauseus.
Drowsyness:
1. This test relies heavily on the information given on the
wiki page on sleep.The 0 SEV values are taken from the wiki and repressent my baseline. I combined the 50 000 and 54 000 thresholds for sleeping and just used their average (52 000) for simplicity.
2. The phases/tick values on the Drowsy/Very Drowsy statuses might be affected by the fact that the test subject had be forced to stay awake and I used combat for that (set as "horseplay").
3. Despite having the [ABRUPT] token, CE_DROWSINESS won't make the creature fall asleep instantly.
4. Due to the very large SEV values, I will use 1 000 "SEV" as a base unit so 0.001 = 1, 0.5 = 500, 750 = 750 000....
5. The values under Sleep/Drowsy/V.Drowsy are how many ticks it took until the respective symptom showed up. Drowsiness Rate (D.Rate) is how many Drowsinness point on avearge the test subject acquired in each tick.
Severity Sleep Drowsy V.Drowsy D.Rate
- 0 52 000 57 600 150 000 1
- 0.001 50 092 N/A N/A 1.038
- 0.1 25 125 N/A N/A 2.0697
- 0.25 16 848 N/A N/A 3.0864
- 0.5 8 515 10 305 N/A 5.8482
- 1 4 700 6 000 N/A 10.33
- 2.5 2 026 N/A N/A 25.66
- 5 1 000 1 173 3 273 48.98
- 7.5 684 N/A N/A 76.02
- 10 545 N/A N/A 95.41
- 100 N/A 66 N/A 872
- 250 N/A 23 59 2 523
- 500 N/A 11 29 5 204
- 750 N/A 8 N/A 7 200
- 1 000 N/A 5 14 11 117
- 1 250 N/A 5 12 12 010 (At this point the drowsiness was increasing too much in each tick to properly measure it for the "Drowsy" level)
- 1 500 N/A 2 9 16 666
From the data above it seems like there is a linear correlation between the severity value and how quickly it reaches the point where it has to sleep. At low SEV values the creature will never reach the drowsy/very drowsy status unless it can not sleep for some reason. At higher levels the creature will jump directly to the coresponding drowsiness status but still it will not fall asleep instantly.