By setting the minimum and maximum to the same value, that ensures that quantity is always used, yes. Otherwise, if they differ, it will be a random value between those two. I really don't know how injections compare to drinks. If we assume the same units, and the default plant alcohol template has [SYN_CONCENTRATION_ADDED:100:1000], then consuming one drink provides a quantity between 100 and 1000, and your attack would inject whatever you set it at. You could use the same values as for the syndrome, I suppose.
I have no idea if one overrides the other, really...
Its pretty interesting to test the inebriation syndrome anyways
I changed my blood to use creature_alcohol (as no creatures use that template, I can fiddle with it without screwing up the plant_alcohol_template) and I got an interesting discovery
Every time I dosed someone, they would quicly suffer the effects of the syndrome(nausea, dizziness) and then they would pass out and die
If I drank one splatter of ''blood'', I would only get dizzy
two and I would get dizzy and nauseated
three and I would get dizzy, nauseated, and pass out, but not die
Glad to see you can properly manage syndrome usage in the game, I was afraid the syntax couldnt do what I wanted, and I had to resort to use PROB:X to avoid certain synptoms to ocurr
Okay, more questions
To keep up my roleplay, I want the alcohol this race injects on other people to be 'substracted from their own bloodstream, as the blood was replaced with the same substance they use in atacks
Can this be done?
I know that the [CE_Vomit/cough blood] does something similar to this