I feel a bit silly atm.
I am trying to make a chain of interactions, something very simple. It runs a script, and adds the ability to run the next interaction in the chain:
The creature can do this, to start:
[CAN_DO_INTERACTION:ANNOUNCE1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:100]
[INTERACTION:ANNOUNCE1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANNOUNCE1]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:ALL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:ANNOUNCE1]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:announce]
[SYN_CLASS:"The Overlord; I laugh at your feeble attempts at building a dungeon."]
[SYN_CLASS:COLOR_BROWN]
[CE_CAN_DO_INTERACTION:PROB:100:START:100]
[CDI:INTERACTION:ANNOUNCE2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0]
It runs the commad "announce 'text' color", but it does not seem the add the next interaction. I also tried doing it the other way around, adding the interaction on top, and the command at the bottom, but I got the same result.
The reactions ANNOUNCE2 is a literal copy of the interaction ANNOUNCE, just with a number and a different text on it... and linking to ANNOUNCE3. And so on.
Can somebody spot the mistake? Or does SyndromeTrigger muck this up somehow, and I can have only the one syndrome with it?