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[XComGame.XComGameState_Effect_TemplarFocus]
StartingMaxFocus=2
Commander HUD
This will be really cool!
I don't see these in your variables. Can you help?
So this is what I ended up with in the XComAbilityEditor.ini of your mod:
+Abilities = (AbilityName=IRI_Rider_MassIntercept, APCost=0, Cooldown=3, EndsTurn=False)
The result: it still ended my turn and removed all of the soldier's AP when used.
I made sure to delete XComAbilityEditor.ini in the skill's own config folder.
The rest seem ok except for the closing parenthesis. Why are there two closing and one opening?
Finally it's better to have it in one place only to avoid complications. You can use a local mod instead. I made a template here https://github.com/boundir/XCOM-2-local-mod-template
This is what I wrote:
+Abilities = (AbilityName=IRI_Rider_MassIntercept, APCost=1, Cooldown=4, EndsTurn=false, DoNotConsumeAllActionsWith[0]=UniversalSoldier) )
It seems to be able to locate it correctly, as now the skill has CD of 4 and appears blue,
But using it still ends the turn. How do I fix this?
I edited XComAbilityEditor.ini in both your mod and also add it to Stormrider's config folder.
I only see retain.
Can you please add more?
I'm sorry for bugging you yet again, just wanted you to know!
or
+Abilities = (AbilityName=F_ReadyForAnything, AddAbility=(ShadowOps_ReadyForAnything) )
has it to look like this?
I unfortunately don't have time to do more at the moment. I was working on an overhaul of the mod but got caught up with life. I hope I can find time to do all the things I wanted at one point!
Either way, thank you for all the work you've done throughout the years.
I'll explain what I want to do:
I use the chosen weapons mod for sparks, and I want the weapons to deal radial damage... to do this, I think I'll use another perk that makes a shot deal explosive damage (I saw this in one of the perks in the Mitzuruti perk pack).
The idea is: shoot normally with the weapon and activate the explosive damage perk at the same time... like the Templar with Arcwave, which when using Rend, automatically activates Arcwave
Perhaps the solution would be to replace the weapon's shooting ability with the perk mentioned in the Mitzuruti pack, but with zero cooldown. However, I believe that this wouldn't work for perks like Rapid Fire, Death from Above, Serial, In the Zone... I don't believe that using the explosive damage perk would work with these other perks.
when you have momentum, you either move or activate parry
the game only allows one of them
my idea is to be able to move and activate parry, during momentum
I may be incorrect, but I believe you could use Parry first and then still use Momentum to move?
I have an idea of making the templar's parry as a free action, so that I can use the momentum to move and then still use the parry... yes, I want to be very safe... and yes, my campaign is pretty wild XDXD
I tried to make the parry as a quick action without ending the turn, however, it didn't work... when I move the templar with momentum, the turn ends
I tried this:
;Parry
+Abilities = (AbilityName=Parry, APCost=1, FreeAction=True)
however, I WILL TEST these 2:
;Parry
+Abilities = (AbilityName=Parry, APCost=1, FreeAction=True)
;Momentum
+Abilities = (AbilityName=Momentum, APCost=1, FreeAction=True)
give your opinions and thanks :D
this is the best mod by farr XDXD
For ThrowClaymore, ThrowShrapnel or HomingMine you need to remove the charge and set them as free action.
Probably something like this should do:
+Abilities = (AbilityName="ThrowClaymore", APCost=1, FreeAction=True)
+Abilities = (AbilityName="ThrowShrapnel", APCost=1, FreeAction=True)
+Abilities = (AbilityName="HomingMine", APCost=1, FreeAction=True)
the other ones dont works :(
+Abilities = (AbilityName=Banish, Cooldown=4, APCost=1, EndsTurn=True)
Also, I use a mod that allows me to critically hit with Banish... will this modification I made with the Ability Editor replace the mod that allows Banish to critically hit?
Sorry for the questions and I really appreciate your work and patience with this mod and with us :D
I have some questions about it.
I wanted the reaper's sting ability to be a free action, and for it to have a one-turn cooldown. So, is this the line to be added?
+Abilities = (AbilityName=Sting, Cooldown=1, EndsTurn=False)
The other question I have is that I wanted the claymore and homing mine throwing abilities to be free actions, but in a way that I could throw as many as I wanted in a single turn... (throw 10 claymores, for example, without losing my turn, because I wanted to be able to explode them in the same turn). Would this be the line to be added to the file?
+Abilities = (AbilityName="ThrowClaymore", Cooldown=0, EndsTurn=False)
+Abilities = (AbilityName="HomingMine", Cooldown=0, EndsTurn=False)
Essentially, I want to create a way to add abilities to skills without scripting and overwriting them, to add compatibility amongst different mods, Like, say, biotic and psi operative.
Could you tell me, if I only want to change the EndsTurn of the ThrowAxe ability, can I use only this line and it NOT affect any other changes, especially from other mods?
+Abilities = (AbilityName=ThrowAxe, EndsTurn=False)
What other ways are you thinking of??
Basically I want my run and gun to activate another passive to increase crit chance. I could script it but really trying to avoid making "new" skills
For specifics you will need to do some code though
+Abilities = (AbilityName=Bladestorm, ItemSlot=PrimaryWeapon)
You can also make a local mod which is best to avoid updates removing your changes.
So, It should be:
+Abilities = (AbilityName='nameofability', ItemSlot=('one of the 4 options'))
And your changes go in the config of this mod (ability editor) and not something else. Also make sure its under the header
[AbilityEditor.OPTC_Abilities]
(should be there by default)
is the code in correct formatting?
+Abilities = (AbilityName='nameofability' ItemSlot=('nameofweapon', 'nameofslot' ))
also it says put in the mod config do i place it the config folder of the perk mod or this mod?