First time modder here, after experimenting with the .xmls and creating some test items here and there, I planned out my first skill. Just tonight I downloaded 1.0.10 RC2 and got to work with coding, and i'm having a bit of trouble with the second spell. The idea is a somewhat expensive spell that, after a short delay, deals a large burst of Toxic damage that scales from Sneakiness. The spell works for the most part, but I have two catches: 1: The spell is supposed to scale from sneakiness, and I did this in the code using the new secondaryFactor syntax. But, after testing with high sneakiness and minimal magic power, it's obviously still scaling from MP. 2: The spell can be cast even without a target in the selected tile. This results in the turn passing and losing mana as if you cast it, but obviously no effect with nobody in the tile. I have tried both "target" and "targetmonster" for the type and neither worked. I'm not sure what my problem is, so if you guys could take a peek at my code i'd really appreciate it: Code: <spell name="Virus.exe" type="targetmonster" icon="skills/skill_virus32.png"> <requirements mp="16" savvyBonus="0.13" mincost="8" /> <effect type="trigger" amount="4" spell="Virus Burst" /> <anim sprite="sprites/sfx/impact_toxic/impact_toxic" frames="5" framerate="55" centerEffect="1" sfx="naughty" /> <description text="Don't download suspicious files, kids! Inflicts an enemy with a (literal) virus, which after a short delay will wreak havoc on their (vital) system and cause irreparable (tissue) damage." /> </spell> <spell name="Virus Burst" type="targetmonster"> <effect type="damage" toxic="6" toxicF="0.4" secondaryFactor="12" /> </spell> I need to take a break for the night, so i'll be back to check replies tomorrow afternoon. Thanks!
1. The syntax is actually secondaryScale, factor was a mistake; I'm still not sure if it will scale then because of a bug but that's a problem you have there 2. I have no idea.
Thank you, i'll go change that right now. Good to know about the bug too; even if it doesn't work until the next RC, i'm glad to know what the problem is so i'm not obsessing over trying to fix it.