I'm working on a project that will hopefully result in a very nifty / creepy as heck community fortress. To that end, I'm trying to add in some syndromes that add to the atmosphere in the fortress, but I'm having some trouble getting them to work. I'm being a little ambitious here, but I'm only a mediocre modder at best.
My aim for this section is to add a syndrome that causes minor bleeding from the fingers and causes the player to see a message about the afflicted suffering bite marks on the fingers. The syndrome is to be applied via a type of booze. Why booze? Because I want these messages to be a bit rare but ubiquitous to the fortress in question. Right now the chances of it happening are inflated for testing purposes, because I haven't gotten it to work yet.
Also, it's only supposed to happen once per dwarf, which I think is probably not the case right now, but I'm stumped as far as how to make that happen.
RAW:
[SYNDROME]
[SYN_NAME:finger eating]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_BLEEDING:SEV:10:PROB:100:DIGIT:RESISTABLE:START:5:PEAK:100:END:200]
[CE_CAN_DO_INTERACTION:CREEPER_FINGER]
[CDI:ADV_NAME:tainted]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:is chewing on his fingers:chews on his fingers]
[CDI:TARGET_VERB:is chewing on his fingers:chews on his fingers]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION]
Right now, nothing happens when that's pumped into the entry for plump helmets. I'm doing something wrong, clearly, but syndromes and interactions are confusing the heck out of me.