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Miseri and Anima had capitalized Amount and Target. which is different from amount and target, fixed.
As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
As for Flourish, The attack should fire six shots, the first one dealing 7 damage and the following five at 9 dmg. I haven't seen behavior of it causing player damage for the 9 damage, and the mortars still hit. I'll ask around. that's a curious one though.
I poked through the code myself and noticed that Witch Time tries to cast "WitchtimeSuccess" when a dodge triggers, but this doesn't appear to be a spell that exists in the lua or the xml?
Oh yeah, while I have your attention: how is Flourish intended to work? All the times I've used it it has dealt 7 damage to the enemy on the initial projectile hit along with 9 self-damage, and then none of the dagger visuals that appear seem capable of hitting targets for damage.
As for the nil value, That seems to be a hiccup next to Brandish's code, uncertain what can fix it, though If it's not causing trouble and just being noisy, yay?
And lastly, I'll think on if there's a way to fit Energizer+Onigiri back together. As it stands Onigiri casts a duplicate of the spell that allows the piercing.
Actually, one more whatsit, I do quite appreciate the enjoyment. I feel Like Bea and Kurai are two of my strongest mods, and Bea is a character I'm very happy with story and gameplaywise. thank you for the support boss.
/Users/jamie/Library/Application Support/Steam/steamapps/workshop/content/960690/2419136718/spells.lua:(270,4-83): attempt to index a nil value
Oh, also? Onigiri breaks Energizer. If you have Onigiri and use Energizer while in Chrono, it doesn't increase in damage on cast.
Would you happen to know how to unlock skins from mods? Do they stay unlocked when I activate the mod again?