the [GENERAL_MATERIAL_FORCE_MULTIPLIER] tag I believe is for determining how strong other materials are against that creature, like for making werebeasts weak to silver for example. I would make new materials that are copies of the standard materials and change their strength properties.
I also have a question myself:
I am trying to create a creature that can use flashes of light to stun its enemies. I'm trying to do it with a syndrome
So, in the creature, I have
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Dazzle with emitted light]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:TENTACLE]
[CDI:MATERIAL:INORGANIC:DEMON_MINOSHIRO_LIGHT:UNDIRECTED_GAS]
[VERB:emit:emits:emits]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:70]
Firstly, [VERB] apparently doesn't do what I thought it does, or I am somehow otherwise using it wrong. I would like the game to say that it "emits a burst of light" rather than "breathes a cloud of light", for obvious reasons.
Second, the way I have it, the 'light', is a gaseous material. Is there a better way to do this?
Third, contact with the light doesn't seem to do anything. For the material/syndrome, i have:
[INORGANIC:DEMON_MINOSHIRO_LIGHT]
[STATE_NAME:ALL:demon minoshiro light]
[STATE_COLOR:ALL:WHITE]
[TILE_COLOR:7:0:1]
[DISPLAY_COLOR:7:0:1]
[MELTING_POINT:1]
[BOILING_POINT:9000]
[SOLID_DENSITY:1]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[IGNITE_POINT:NONE]
[LIQUID_DENSITY:1]
[SPEC_HEAT:500]
[MATERIAL_VALUE:1]
[PREFIX:NONE]
[TILE:'#']
[SYNDROME]
[SYN_NAME:demon minoshiro hypnosis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DEMON_MINOSHIRO]
[SYN_INHALED]
[CE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:1:END:10]
[CE_DROWZINESS:SEV:100:PROB:100:START:0:PEAK:1:END:10]
[CE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:1:END:10]
I have tried both [SYN_INHALED] and [SYN_CONTACT], and neither seems to do anything.