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I fixed it locally. Looks like it works as expected after correcting the typo.
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Psionic Reaper loaded with Viper Rounds aimed at a Sectopod: Damage 7 - 9
Psionic Reaper loaded with Viper Rounds aimed at a Muton Destroyer: Damage 9 - 11
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I want to tinker with it a little more before deploying an update.
Thanks for the catch!
The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Increase the SpawnWeight values for more frequent appearances, reduce them for less.
Thank you for the suggestions and taking the time to reply. Obviously it was a HUGE question, I really appreciate you pointing me in the right direction. And, again, thank you for the mods, they're all great. You're great! End of story.
I think 'where to start' might best begin with setting up the development environment. You need to know the workflow for creating, testing, and publishing mods before trying to mod the game. Here's a video that has the basics.
https://www.youtube.com/watch?v=Si0v_Fgsgdk
I'd probably just try a simple configuration mod. Something like my Loot Pinatas Mod that's just a config file.
I think the best advice is to read the actual game files. It will look like an alien language, but it will help you understand XCOM's class definitions. I can only write so much here, but developers on Discord can elaborate on why reading existing code is so helpful.
Hope that helps!