@LarIlya. I meant to update my post, I figured out how traps were connected shortly after updating this thread. Although I do appreciate the explanation here as well.

I think I should clarify what I'm trying to do and why I think I need to script part of the functionality. I've created a Skill ( call it skill A) that does X damage and costs 2 AP. If a player uses the spell with AP remaining in their pool the spell would scale in damage. So, for every 1 additional AP over the base cost the damage would increase and the AP would be spent.

Only 2 AP (Base level): 2 AP spent and X dmg
Only 3 AP (BL + 1): 3 AP spent and X + Y dmg
Only 4 AP (BL + 2): 4 AP spent and X + (Y*2) dmg

I haven't gone through all of the API calls yet, so I don't even know if forcing a character to spend additional AP is possible.

Also, I've been able to follow the setup for mostly everything in the stats editor. However, there are certain spells where I can't quite connect all of the dots. Therefore, being unable to use it as a baseline for a new skill I want to create.

For instance, I can see where the tornado skill is setup and where I could apply damage, etc .. However, I cannot find where the effects for the tornado itself are defined (precast and cast animations are located easily enough). So if I wanted to utilize the structure of what the tornado skill does I wouldn't (as far as I know) be able to replace the main effect of the spell with something unique. Any thoughts?