Is it possible to pass a material down through a CAN_DO_INTERACTION, into a syndrome that has a CE_CAN_DO_INTERACTION? So like, I want a set of elemental "bomb" syndromes where one can be placed on an enemy through an interaction, which then gains the ability to do an UNDIRECTED_DUST breath attack of a specific material. Is it possible to pass this material down from the interaction that places the bomb initially, or do I need a seperate syndrome for each kind of bomb?
e.g. Can I do something like
[CAN_DO_INTERACTION:BOMB]
...
[CDI:MATERIAL:<whatever>:UNDIRECTED_DUST]
[CDI:TARGET:B:LINE_OF_SIGHT]
[INTERACTION:BOMB]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:C]
[SYNDROME]
[SYN_NAME:Bombed]
[CE_CAN_DO_INTERACTION:START:100:END:200]
[CDI:INTERACTION:BOMB_EXPLODE]
[CDI:USAGE_HINT:GREETING]
[CDI:MATERIAL:A:UNDIRECTED_DUST]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:3]
[CDI:WAIT_PERIOD:100]
[INTERACTION:BOMB_EXPLODE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]
[IT_MANUAL_INPUT:target]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
And have the <whatever> material be released as undirected dust by the targeted enemy 100-200 ticks later?
TL;DR: Can you pass a material in from a CAN_DO_INTERACTION, down through the interaction into a syndrome? And then further through the syndrome into a CE_CAN_DO_INTERACTION?