Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tiers must have different identifiers, then only base abilities (base identifiers) will affected. If they all a copypaste, then they all will be overwritten. Mod dislikes any touches to skirmisher's skill tree, this will lead to unpredictable results, I assume that brand new abilities do not appear after that
I understand the "Other Changes" section regarding standard abilities being modified. What I meant regarding 1 was, regarding the added abilities: this results in more than 3 abilities available at certain tiers. Are any default abilities replaced by new ones, or are the base abilities (modified where listed here) and all of these ones all available?
Or, are *just* the ones mentioned in this mod available and the other base abilities gone?
1. Normal ones will be overwritten
2. You can modify any value from the list above, Interrupt cooldown to 0 is possible
3. Parkour is skill from Guerrilla Tactics School facility
1) Are these abilities added in addition to the normal ones (Reckoning aside)?
2) Is it possible to modify things on these abilities in the ini instead of just disabling them? (Example: I'm planning to do a Marvel vs. Advent campaign and looking to use Skirmisher for Spider-Man, and since he'd have melee for his primary weapon Overatch obviously is useless but being able to Interrupt every turn would be good)
3) What's Parkour? You seem to indicate you're modifying it but I don't see it on the list of Skirmisher skills in the wiki.
Try to define local var (local X2Effect_GrantActionPoints GrantActionPoints;) at top of the function along with others locals and to apply changes launch a new mission
@McGibblers, feel free on that
@SupremeMorpheus, haven't modded anything in an x-com for a long time and not sure how made weapon scale properly...
If you want bonus action you need find file in the mod folder ...\Src\TurboSkirmisher\Classes\X2Ability_SkirmisherAbilitySet_TS.uc, then open it via any text editor. Find Impulse function "static function X2AbilityTemplate Impulse_TS()", paste next text inside second conditional "else":
local X2Effect_GrantActionPoints GrantActionPoints;
GrantActionPoints = new class'X2Effect_GrantActionPoints';
GrantActionPoints.NumActionPoints = 1;
GrantActionPoints.PointType = class'X2CharacterTemplateManager'.default.MoveActionPoint;
Template.AddTargetEffect(GrantActionPoints);
For standard action change "default.MoveActionPoint" to "default.StandardActionPoint"