creature_interaction_effect child classes (df.syndrome.xml)
MATERIAL_FORCE_MULTIPLIER
unk_c8 = fraction_upper_part
unk_cc = fraction_lower_part
e.g. force change is fraction_upper_part / fraction_upper_part; less Damage if smaller than 1, more if greater
ce.unk_c0 = material_type
ce.unk_c4 = material_id
E.g. use as follows to get the material (via the ruby helper)
if ce.unk_c4 >=0
mat = df.decode_mat(ce.unk_c0, ce.unk_c4 ) # e.g. inorganic:death_metal
elsif ce.unk_c0 >= 0
mat = df.decode_mat(ce.unk_c0, 0 ) # e.g. water
elsif
mat = <damage from all sources reduced/increased>
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PHYS_ATT_CHANGE
phys_att_unk = vector of the fixed stat bonuses (E.g. +200 strength)
phys_att_perc = NOTE: 0=reduce to 0, 100 = keep the same, 200 = double
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MENT_ATT_CHANGE
ment_att_unk = vector of the fixed stat bonuses (E.g. +200 focus)
ment_att_perc = NOTE: 0=reduce to 0, 100 = keep the same, 200 = double
too just add +200 to the stat need to set ment_att_unk
- =200 and ment_att_perc
- =100
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BODY_TRANSFORMATION
ce.unk_6c = percent_chance_of_happening
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SKILL_ROLL_ADJUST
ce.unk_70 = percent chance of applying on each skill roll
ce.unk_6c = percent change to skill (0=reduce to 0, 100=no change, 200=double skill level)
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SPEED_CHANGE
ce.unk_6c = fixed bonus (modifies SPEED token, higher numbers are slower)
ce.unk_70 = percent bonus (0=stop moving, 100=no change, 200=double speed)
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FLASH_TILE
sym_color is split in to a high/low value pair.
color = ce.sym_color >> 8
tile = ce.sym_color - (color * 256)
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DISPLAY_TILE
ce.unk_6c = tile
ce.unk_70 = color
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CAN_DO_INTERACTION
interaction.unk_25c = name (can be blank)
interaction.unk_e4 = verb (array of strings e.g. [CDI:TARGET_VERB:shudder and begin to ignite:shudders and begins to ignite])
interaction.unk_278 = usage delay
unk_e4 = verb_partA E.g. [CDI:VERB:partA:partB:partC]
unk_100 = verb_partB E.g. [CDI:VERB:partA:partB:partC]
unk_e4 = verb_partC E.g. [CDI:VERB:partA:partB:partC]
unk_1a8=interaction id E.g. BLESSING_ATTRIBUTE for [CDI:INTERACTION:BLESSING_ATTRIBUTE]
unk_1c4=type id