Update: I got access to my save files and have been able to test. I've cranked the numbers down on both a fair bit.
Coup De Grace
Still no leads on how I'd go about creating a "helpless" target condition. I guess there's always the honour system, but it'd be nice to get it working.
Shadow Step
1) Animation: I've got shadowstep functional, but I've got a bit of a stumbling block with the animation. If I set FX_Skills_Rogue_ShadowStrike_Impact_Male_A to be a hit effect: it shows up on all the enemies, well after they've taken damage. If I set it to a cast effect, the animation is in sync with the damage, but the shadow shows up over where my character was before descending into the ground. Is there any way to get TargetCastEffect to work with a shout?
2) Status effect: I'd like less of the damage on Shadow Step to be frontloaded; I'd like the bleed to do more damage but I have no idea how to create a "Severe Bleed" status effect, I can't even find how the current bleed is working, or how damage per turn is determined.
Both
The DescriptionRef and StatusDescriptionRef fields seem to be ignored by the game, and it just shows the default descriptions.
And a more limiting, but likely much more readily addressed issue: I can't get my mod to import properly. If I go through the mod loader it simply returns to the main menu when I create a game. I'd like to be able to apply this mod to a current playthrough, but it's still concerning for workshop publishing potential.
I've mimicked the installation of the Scales mod, by placing my shared folder in [Divinity Install Folder]/Data/Public and I can get my mod to function, and I can test it - but it warns me that there are invalid files in main and I won't be able to play multiplayer.
(Update on skill entries)
Coup De Grace
new entry "Target_Fatality"
type "SkillData"
data "SkillType" "Target"
data "Ability" "Rogue"
data "Element" "None"
data "Tier" "Master"
data "Requirement" "DaggerWeapon"
data "ActionPoints" "8"
data "Cooldown" "8"
data "CooldownReduction" "20"
data "ChargeDuration" "0"
data "Damage Multiplier" "200"
data "Damage Range" "10"
data "DamageType" "Piercing"
data "TargetRadius" "1"
data "AddWeaponRange" "Yes"
data "DeathType" "Explode"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "No"
data "CanTargetTerrain" "No"
data "Magic Cost" "0"
data "TargetConditions" "Enemy"
data "UseCharacterStats" "yes"
data "UseWeaponDamage" "Yes"
data "Icon" "Skill_Rogue_Fatality"
data "DisplayName" "Target_Fatality_DisplayName"
data "DisplayNameRef" "Coup De Grace"
data "Description" "Target_Fatality_Description"
data "DescriptionRef" "Deal [2] damage to an incapacitated target."
data "StatsDescription" "Target_Fatality_StatsDescription"
data "StatsDescriptionRef" "Range: [1]"
data "StatsDescriptionParams" "TargetRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_fatality_start"
data "PrepareAnimationLoop" "skill_fatality_loop"
data "PrepareEffect" "FX_Skills_Rogue_Fatality_Prepare_DWSML_A"
data "CastAnimation" "skill_fatality_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Rogue_Fatality_Cast_DWSML_A"
data "Accuracy" "Accurate"
new entry "Target_Fatality_18"
type "SkillData"
using "Target_Fatality"
data "Level" "18"
Shadow Step
new entry "Target_ShadowStep"
type "SkillData"
data "SkillType" "Shout"
data "Ability" "Rogue"
data "Element" "None"
data "Tier" "Master"
data "Requirement" "DaggerWeapon"
data "ActionPoints" "8"
data "Cooldown" "8"
data "CooldownReduction" "20"
data "ChargeDuration" "0"
data "Damage Multiplier" "150"
data "DamageType" "Piercing"
data "SkillProperties" "AlwaysBackstab;Bleeding,140,4"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "No"
data "CanTargetTerrain" "No"
data "Magic Cost" "1"
data "TargetConditions" "Enemy"
data "UseCharacterStats" "Yes"
data "UseWeaponDamage" "Yes"
data "AreaRadius" "8"
data "Icon" "Skill_Rogue_ShadowStep"
data "DisplayName" "Target_ShadowStep_DisplayName"
data "DisplayNameRef" "Shadow Step"
data "Description" "Target_ShadowStep_Description"
data "DescriptionRef" "Step through the shadows and attack surrounding enemies from behind, dealing [2] weapon damage. Then go back to where you came from."
data "StatsDescription" "Target_ShadowStep_StatsDescription"
data "StatsDescriptionRef" "Radius: [1]<br>Damage dealt depends on your weapon's damage rating."
data "StatsDescriptionParams" "AreaRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_shadowstrike_start"
data "PrepareAnimationLoop" "skill_shadowstrike_loop"
data "PrepareEffect" "FX_Skills_Rogue_ShadowStrike_Prepare_A"
data "CastAnimation" "skill_shadowstrike_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Rogue_ShadowStrike_Cast_A;FX_Skills_Rogue_ShadowStrike_Impact_Male_A"
data "HitEffect" "FX_Skills_Rogue_ShadowStrike_Impact_Male_A"
new entry "Target_ShadowStep_16"
type "SkillData"
using "Target_ShadowStep"
data "Level" "16"