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
REGULAR_BLADESTORM_REACTION_PENALTY = false
; If true, just moving around the target will not trigger it.
REGULAR_BLADESTORM_MOVEMENT_TRIGGER = false
; If true, attacking the target in melee will not trigger it.
REGULAR_BLADESTORM_ATTACK_TRIGGER = false
; If true, the attack will use the regular Crit calc and bonus damage assigned to it.
REGULAR_BLADESTORM_ALLOW_CRIT = true
The comments say, that inversing the settings should cause bladestorm to trigger in more situations, but the name of the variables suggests the opposite and I just had a unit caught in a bind after I deliberately parked them next to a viper
The ability to reorder mods was removed in a recent version of the AML. All that function did was rejigger the order mod names were written into XComModOptions.ini, and that had no effect on how the game processed them.
robojumper's got a blog piece about load order in XCOM 2. It's... complex
https://robojumper.github.io/too-real/load-order/
What are "psionic melee's guantlets"? If you mean the Templars then their Bladestorm ability is affected by this mod but you shouldn't need to do any messing around to get the ability to work.
Dont overthink it.
Wise words :)
OK, I'm really confused then. I think that's due to the use of the word "disable"
What is actually being disabled? If I set a *_TRIGGER value to False then, to me, that means it's disabled
Quoting
; If true, just moving around the target will not trigger it.
REGULAR_BLADESTORM_MOVEMENT_TRIGGER = true
Therefore, I interpret setting the above to False will *enable* the movement trigger.
The default .ini has both *_TRIGGER values set as True. So both are Disabled. But the .ini comments say "Both triggers cannot be disabled. If you disable move and attack, both will be enabled".
So they're actually Enabled? Maybe? My head hurts trying to work this out
This doesn't help too: "If true, just moving around the target will not trigger it." To set a negative state, set to a positive value.
Actually there does seem to be a discrepancy between the Description here and the .ini
Here:
"It allows you to change whether Bladestorm [...] triggers on movement or attack or both"
.ini
"If you disable move and attack, both will be enabled and your settings for those 2 ignored"
After a layman's look at the .uc I think that the .ini is right, it's not possible to set this to trigger on both movement and attack.
Or am I mis-reading things?
Did you even bother to read the Description?
Bladestorm misses all the time when you have it installed, and it misses all the time when you don't have it installed. What is it even supposed to do?
Can you just make a mod that makes it so Bladestorm doesn't miss all the time?