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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=== | ||
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Some examples: | Some examples: | ||
{{gamedata|title="Dummy" syndrome tags| | {{gamedata|title="Dummy" 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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[SYN_NAME:turned] | [SYN_NAME:turned] | ||
[SYN_CLASS:TURN_UNDEAD] | [SYN_CLASS:TURN_UNDEAD] | ||
− | [CE_REMOVE_TAG:NO_DIZZINESS:NONAUSEA:NOFEAR:NOPAIN:NOSTUN:START:0:END:8:DWF_STRETCH: | + | [CE_REMOVE_TAG:NO_DIZZINESS:NONAUSEA:NOFEAR:NOPAIN:NOSTUN:START:0:END:8:DWF_STRETCH:72] <-- This removes the normal undead tags, rendering them vulnerable to the syndrome's other effects. |
− | [CE_SKILL_ROLL_ADJUST:PERC:50:PERC_ON:100:START:0:END:8:DWF_STRETCH: | + | [CE_SKILL_ROLL_ADJUST:PERC:50:PERC_ON:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_DIZZINESS:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_DIZZINESS:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_NAUSEA:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_NAUSEA:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_PAIN:SEV:100:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_PAIN:SEV:100:PROB:100:START:0:END:8:DWF_STRETCH:72] |
</nowiki> | </nowiki> | ||
}} | }} | ||
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[SYN_NAME:smote] | [SYN_NAME:smote] | ||
[SYN_CLASS:SMITE_EVIL] | [SYN_CLASS:SMITE_EVIL] | ||
− | [CE_REMOVE_TAG:NO_DIZZINESS:NONAUSEA:NOFEAR:NOPAIN:NOSTUN:START:0:END:8:DWF_STRETCH: | + | [CE_REMOVE_TAG:NO_DIZZINESS:NONAUSEA:NOFEAR:NOPAIN:NOSTUN:START:0:END:8:DWF_STRETCH:72] |
− | [CE_SKILL_ROLL_ADJUST:PERC:50:PERC_ON:100:START:0:END:8:DWF_STRETCH: | + | [CE_SKILL_ROLL_ADJUST:PERC:50:PERC_ON:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_DIZZINESS:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_DIZZINESS:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_NAUSEA:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_NAUSEA:SEV:200:PROB:100:START:0:END:8:DWF_STRETCH:72] |
− | [CE_PAIN:SEV:100:PROB:100:START:0:END:8:DWF_STRETCH: | + | [CE_PAIN:SEV:100:PROB:100:START:0:END:8:DWF_STRETCH:72] |
</nowiki> | </nowiki> | ||
}} | }} | ||
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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] | ||
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[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] | ||
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[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] | ||
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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> | ||
}} | }} | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
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