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Editing Syndrome

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For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.
 
For example, generated [[vampire]] syndromes use <code>[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]</code> with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.
  
Note that <code>NONE</code> can be used in place of <max_value> to indicate that any value above <min_value> is valid. <code>NONE</code> can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.
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Note that 'NONE' can be used in place of <max_value> to indicate that any value above <min_value> is valid. 'NONE' can also be used in place of <min_value>, which is equivalent to the lowest value attainable by a counter.
  
<code>REQUIRED</code> implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with <code>NONE</code> doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.
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'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.
  
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying <code>0</code> or <code>NONE</code> as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.
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As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the <min_value> for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.
  
 
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.
 
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.

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