[CDI:VERB:toughen up:toughens up:NA]
[CDI:TARGET_VERB:become tougher:becomes tougher]
Target "C" where is target "C"?
you want [CDI:TARGET:A:SELF_ONLY]
other then that these are pretty good if i say so myself. Just a simple misplaced Variable.
...oh, whoops. I thought that C was where the target was DEFINED, not a reference to the interaction! I'm too used to doing MATERIAL_EMISSION interactions, which used C on other creatures that did them. Originally thought it was just an arbitrary choice, now I see that it's because target C in that interaction def is the location the emission heads for. Thanks!
EDIT: another question. I've seen that it's difficult/impossible to have something only use a self-target ability (like a transform, though that's not what I'm doing) during combat only...is it possible to make it do this by having a second target that's an enemy, but the second target is unaffected (and putting hint:ATTACK on the interaction, basically making it an "attack" that does nothing to the target but affects the user)? I've tried this on its most basic level (add a second target to the interaction, add a target distance and max number to the ability along with the hint, but no effect on the second target), but the AI never uses the resulting interaction (and when I use it after assuming control, it only gives the option to select "self" not also a "dummy enemy" like I specified in IT_MANUAL for the second target)
Additionally, there's something wrong with these syndromes:
Error log tells me the 0 is an unrecognized token, so I'm guessing the reason they do nothing is the lack of duration being read in properly. Not sure what the proper syntax is, though. EDIT: Okay, think I missed an ALL token after GRASP/STANCE, I think.
Oh and also, I noticed that LIQUID_GLOB fails to actually produce liquid globs, so is there any way to make a "water cannon" type effect without it turning to ice currently?
And another question: I'm going to try and have equipping certain items give the user new abilities later (obviously this will end up kinda broken in adventure due to spam equip/dequip to remove cooldown, but what can you do). Will this work if I give the item's material an associated contact syndrome with a super short duration (say 2/3 actions, 20~30 speed)? I'm hoping that means the syndrome will constantly refresh duration while the item's equipped, but will wear off once it's not? (I'm getting to this part of the mod later, figured I'd ask now in case this is a known/common thing).