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Ok so the ability has its description. Nothing to update.
No limit. There must be something else.
Shooting ends your turn, so unless you have an ability that prevents that it will always end your turn.
Please use github issues as this comment section should only be for this mod.
AddAbilityName[0]=AdditionalActionPointAbility
Don't alter DefaultModOptions.ini
Here: https://github.com/boundir/AdditionalActionPointAbility/releases/tag/1.0
It's quite simple but you will need the SDK for that. If I have some spare time I will either show you how to or make it.
Please read comment below (27th of july).
It's not difficult but it's not a stat.
To add an action you can add X2Effect_TurnStartActionPoints or X2Effect_GrantActionPoints to your ability template.
The first one is used by the Sectopod and the second by Momentum, Teamwork, Overdrive etc...
+Abilities = (TemplateName=PlatedVest, AddAbilityName[0]=BirthdayTwenty, AddAbilityName[0]=Birthday)
^ This is the string I added to the XComRepurposeAbilities.ini from the repurpose mod. Is this the correct way to go about this? (I removed the semi colon from the other file).
You don't need them, they are here as examples. The semi colons are here so the game won't use those lines.
This mod will add the abilities you want to the game. Then you can put them on whatever (weapon, armor, character) using Repurpose Abilities .
If you want to add them to a specific class you will need to change XComClassData.ini and add your abilities there.
You can name them whatever. Better use characters only and no space. But I don't even know if that matters.
You can't have two similar template names.
Example: +Abilities=(TemplateName=BirthdayThirty, ModWill=15, ModPsiOffense=50) is instead
;+Abilities=(TemplateName=BirthdayThirty, ModWill=15, ModPsiOffense=50) in the file.
Secondly, how would I go about adding abilities to the in game classes such as templar, ranger etc...
I am under the impression that you need to simply copy the csa file over to a custom class and edit them there.
And finally, what should I name the templates? (For example, the above has birthdaythirty as the template name. Do i need to name them after the class I am inserting the templates into?)
Thank you for your time, and sorry for all of the questions, I am new to modding and altering the ini files!
Do you mean, make your own abilities, test them then give the ini to your friends so they can have them too? If so it is what this mod is for.
Not really possible but just an idea
This kind of modular mod is a wonderful tool to have.
As stated in the note, I deliberately didn't add the icons and descriptions. I didn't find an easy way to let users select the icon. So instead of always applying the same default one I use none.
Create Custom Abilities: Immunities does add an icon, a default one, an ability name and a description.
Have you looked into the stance mod? they have a similar system to this that also has the ability to add icons and text descriptions for the skills as well.
This one will only create ability, not modify one. But I might add that to Ability Editor if I didn't already.
Will this also apply to modding existing abilities? For instance...
Conceal adds eStat_DetectionRadius or
Solace add eStat_ArmorMitigation