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{{av}} | {{av}} | ||
− | This page was created to aid those curious about the | + | This page was created to aid those curious about the interaction process by providing example interactions for them to use or study. Those familiar with interaction raws should feel free to add helpful/obscure information to the lists below to help members of the community less experienced with interactions. |
==General Tips== | ==General Tips== | ||
===Synchronizing Adventure and Fort Mode syndrome timers=== | ===Synchronizing Adventure and Fort Mode syndrome timers=== | ||
− | Fort mode runs | + | Fort mode runs 72 times faster than Adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 72 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:72 to the end of the CE effect tag. |
− | It is not possible to make a syndrome that lasts shorter than | + | It is not possible to make a syndrome that lasts shorter than 72 ticks in Adventure Mode. |
===Syndromes with no effect=== | ===Syndromes with no effect=== | ||
There are times you will want to create a syndrome that has no actual effect - generally in order to add a SYN_CLASS that renders the target untargetable by a different interaction. Syndromes disappear once their effects have expired, so to do this you will need to add an effect that does nothing. | There are times you will want to create a syndrome that has no actual effect - generally in order to add a SYN_CLASS that renders the target untargetable by a different interaction. Syndromes disappear once their effects have expired, so to do this you will need to add an effect that does nothing. | ||
Some examples: | Some examples: | ||
− | {{gamedata|title= | + | {{gamedata|title=Useless syndrome tags| |
− | [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:1:DWF_STRETCH: | + | [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:1:DWF_STRETCH:72] <-- Makes the target move at 100% of its current speed |
− | [CE_SKILL_ROLL_ADJUST:PERC:100:PERC_ON:0:START:0:END:1:DWF_STRETCH: | + | [CE_SKILL_ROLL_ADJUST:PERC:100:PERC_ON:0:START:0:END:1:DWF_STRETCH:72] <-- Multiplies the target's skill by 100%, 0% of the time |
− | [CE_MATERIAL_FORCE_MULTIPLIER:PROB:100:MAT_MULT:NONE:NONE:1:1:START:0:END:1:DWF_STRETCH: | + | [CE_MATERIAL_FORCE_MULTIPLIER:PROB:100:MAT_MULT:NONE:NONE:1:1:START:0:END:1:DWF_STRETCH:72] <-- Makes the target take 1/1 times its normal damage from attacks |
}} | }} | ||
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===Material Emissions With Immunity=== | ===Material Emissions With Immunity=== | ||
− | {{gamedata|title=Example interaction raws that may only target | + | {{gamedata|title=Example [MATERIAL_EMISSION] interaction raws that may only target creatures| |
<nowiki>[INTERACTION:CTARGET_BASALT_EMISSION] <-- The projectile itself | <nowiki>[INTERACTION:CTARGET_BASALT_EMISSION] <-- The projectile itself | ||
[I_SOURCE:CREATURE_ACTION] | [I_SOURCE:CREATURE_ACTION] | ||
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Material emissions used in this format are affected by [IT_CANNOT_HAVE_SYNDROME_CLASS:X] tags (given above as the custom tag NO_EMISSION). This allows a modder to create immunity syndromes, disallowing a creature using the emission interaction from targeting the creature with immunity. | Material emissions used in this format are affected by [IT_CANNOT_HAVE_SYNDROME_CLASS:X] tags (given above as the custom tag NO_EMISSION). This allows a modder to create immunity syndromes, disallowing a creature using the emission interaction from targeting the creature with immunity. | ||
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==Multi-Stage Interactions== | ==Multi-Stage Interactions== | ||
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[SYN_NAME:counting down] | [SYN_NAME:counting down] | ||
[SYN_CLASS:EXPLOSION_READY_1] | [SYN_CLASS:EXPLOSION_READY_1] | ||
− | [CE_CAN_DO_INTERACTION:START:10:END:11:DWF_STRETCH: | + | [CE_CAN_DO_INTERACTION:START:10:END:11:DWF_STRETCH:72] <--The START affects the amount of time spent in combat before the explosion can occur. |
[CDI:ADV_NAME:Draw Energy] | [CDI:ADV_NAME:Draw Energy] | ||
[CDI:USAGE_HINT:DEFEND] | [CDI:USAGE_HINT:DEFEND] | ||
Line 257: | Line 186: | ||
[SYN_NAME:ready to explode] | [SYN_NAME:ready to explode] | ||
[SYN_CLASS:EXPLOSION_READY_2] | [SYN_CLASS:EXPLOSION_READY_2] | ||
− | [CE_FLASH_TILE:TILE:33:4:0:0:FREQUENCY:32:16:START:0:END:2:DWF_STRETCH: | + | [CE_FLASH_TILE:TILE:33:4:0:0:FREQUENCY:32:16:START:0:END:2:DWF_STRETCH:72] <-- Flash as a warning |
− | [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:END:2:DWF_STRETCH: | + | [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:END:2:DWF_STRETCH:72] |
− | [CE_CAN_DO_INTERACTION:START:1:END:2:DWF_STRETCH: | + | [CE_CAN_DO_INTERACTION:START:1:END:2:DWF_STRETCH:72] <-- The AI will use this and then immediately explode, provided it is still in combat and not affected by EXPLOSION_OVERRIDE. |
[CDI:ADV_NAME:Remove safeties] | [CDI:ADV_NAME:Remove safeties] | ||
[CDI:USAGE_HINT:DEFEND] | [CDI:USAGE_HINT:DEFEND] | ||
Line 278: | Line 207: | ||
[SYN_NAME:about to explode] | [SYN_NAME:about to explode] | ||
[SYN_CLASS:EXPLOSION_READY_3] | [SYN_CLASS:EXPLOSION_READY_3] | ||
− | [CE_FLASH_TILE:TILE:33:4:0:0:FREQUENCY:32:16:START:0:END:2:DWF_STRETCH: | + | [CE_FLASH_TILE:TILE:33:4:0:0:FREQUENCY:32:16:START:0:END:2:DWF_STRETCH:72] |
− | [CE_CAN_DO_INTERACTION:START:0:END:1:DWF_STRETCH: | + | [CE_CAN_DO_INTERACTION:START:0:END:1:DWF_STRETCH:72] |
[CDI:ADV_NAME:Explode] | [CDI:ADV_NAME:Explode] | ||
[CDI:USAGE_HINT:ATTACK] | [CDI:USAGE_HINT:ATTACK] | ||
[CDI:INTERACTION:MATERIAL_EMISSION] | [CDI:INTERACTION:MATERIAL_EMISSION] | ||
[CDI:VERB:explode:explodes:NA] | [CDI:VERB:explode:explodes:NA] | ||
− | [CDI:MATERIAL:CREATURE_MAT: | + | [CDI:MATERIAL:CREATURE_MAT:MATERIALS:EXPLOSION_MAJOR:UNDIRECTED_DUST] <-- This points to a dummy creature that contains the explosion material. |
[CDI:TARGET:C:LINE_OF_SIGHT] | [CDI:TARGET:C:LINE_OF_SIGHT] | ||
[CDI:TARGET_RANGE:C:1] | [CDI:TARGET_RANGE:C:1] | ||
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[SYN_NAME:unable to explode] | [SYN_NAME:unable to explode] | ||
[SYN_CLASS:EXPLOSION_OVERRIDE] | [SYN_CLASS:EXPLOSION_OVERRIDE] | ||
− | [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:2:DWF_STRETCH: | + | [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:2:DWF_STRETCH:72] |
</nowiki> | </nowiki> | ||
}} | }} | ||
− | == | + | ==Syndrome Interactions== |
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− | + | Following are examples of interactions that apply syndromes. | |
− | + | ===Emission Immunity=== | |
− | {{gamedata|title= | + | {{gamedata|title=Example [ADD_SYNDROME] interaction raws with an "immunity" syndrome tag| |
− | <nowiki> | + | <nowiki>[INTERACTION:EMISSION_PROTECTION] |
− | [INTERACTION: | ||
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[I_TARGET:A:CREATURE] | [I_TARGET:A:CREATURE] | ||
[IT_LOCATION:CONTEXT_CREATURE] | [IT_LOCATION:CONTEXT_CREATURE] | ||
+ | [IT_MANUAL_INPUT:target] | ||
[I_EFFECT:ADD_SYNDROME] | [I_EFFECT:ADD_SYNDROME] | ||
[IE_TARGET:A] | [IE_TARGET:A] | ||
[IE_IMMEDIATE] | [IE_IMMEDIATE] | ||
[SYNDROME] | [SYNDROME] | ||
− | [ | + | [SYN_CLASS:NO_EMISSION] |
− | [ | + | [SYN_NAME:protection from projectiles] |
− | + | [CE_FLASH_TILE:TILE:'O':7:0:1:FREQUENCY:2000:1000:START:0:END:2:ABRUPT:DWF_STRETCH:144]</nowiki> | |
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− | </nowiki> | ||
}} | }} | ||
− | + | This interaction would prohibit a creature from being targeted by the emission interaction listed [[Interaction examples#Material Emissions With Immunity|above]]. | |
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{{Category|Modding}} | {{Category|Modding}} | ||
− |