XCOM 2
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[WOTC] Repurpose Abilities
   
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5 Jul, 2019 @ 10:35am
9 Nov, 2019 @ 5:08am
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[WOTC] Repurpose Abilities

In 1 collection by Boundir
Make Your Own Game
26 items
Description
Description

This mod allows you to attach and/or remove abilities to characters, weapons, armors and items.

Variables

TemplateName - String
Optional - Name of the template being modified.

CharacterGroup - String
Optional - Name of the CharacterGroup being modified.

RemoveOriginal - Bool
Optional - Whether we remove original abilities or not.

AddAbilityName - Array (string)
Optional - Name of abilities we want to add

RemoveAbilityName - Array (string)
Optional - Name of abilities we want to remove

Usage

Can be used by other mods to modify existing templates by adding XComRepurposeAbilities.ini to the mod config.
Can be used by anyone willing to tweak his game even more.

Examples:
[RepurposeAbilities.OPTC_CharactersAbilities] ; Remove Lost Headshot from all Lost ; +Abilities=(CharacterGroup=TheLost, RemoveAbilityName=(LostHeadshotInit)) ; Ability attached to character ; Remove original abilities from Andromedon ; +Abilities = (TemplateName=Andromedon, RemoveOriginal=true) ; Remove Blazing Pinions from Archon ; +Abilities = (TemplateName=Archon, RemoveAbilityName[0]=BlazingPinionsStage1) ; Ability attached to weapon ; +Abilities = (TemplateName=ArchonStaff, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM1_StunLance, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM2_StunLance, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM3_StunLance, AddAbilityName[0]=Bladestorm) ; Ability attached to armor ; +Abilities = (TemplateName=LightAlienArmor, RemoveAbilityName[0]=Grapple) ; Ability attached to items ; +Abilities = (TemplateName=MindShield, AddAbilityName[0]=RobotImmunities, RemoveAbilityName[0]=MindShield)

Compatibility
It should be compatible with everything.

Note
Some abilties may require animation to work. Don't be surprised when you won't see Troopers perform Bladestorm ¯\(°_o)/¯

Troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

238 Comments
Joker_Newbee 30 May @ 7:26am 
@Boundir
Thanks for the quick answer. I will try your hint.
One of my remarks was wrong (may i not concern enough): The ability has no own damage, only apply effects, so it works how intended. But for the activation it uses the primary weapon instead of the utility item, so i hope i can change this with your ability editor.
I used your Ability Editor Mod earlier (in other cases) and it worked very well.
DPK[???_????] 25 May @ 7:12am 
+Abilities=(TemplateName=Soldier, AddAbilityName=(CloseCombatSpecialist))
gives all my soldiers close combatspecialist in LWOTC, some of the custom classes don't have this OP skill.. I need to something OP in lwotc..
Sest 18 May @ 10:35pm 
So, I'm a big fan of the aoe melee overwatch ability glaives have.
Do you think by attaching this ability to a melee weapon like a sword, will allow that sword to do the same melee overwatch?
Boundir  [author] 12 May @ 4:57pm 
@Jojer_Newbee
Ability Editor lets you change the slot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1789085465
Joker_Newbee 11 May @ 4:49am 
I have following issue: I had give an ability to an item, which is equipped in the utility slot. The ability itself also comes from an utility item.
But when i use the ability in a tactical mission, than the ability is assigned to the primary weapon and not to the item. Maybe this causes that the ability does not the expected damage (other effects work).
Is there a possibility to assign the ability to the related slot? Or are there some other hints to solve this problem?
Boundir  [author] 9 May @ 1:41am 
Can you elaborate? I'm not sure I understand what you mean.
Joe Marotta 8 May @ 8:02pm 
Can an ability to used as a template. So an ability adds yet another ability. I would assume if it is for an enemy, it should be a passive ability or it would never be used.
Boundir  [author] 18 Feb @ 3:10am 
Probably something to do with the ability itself then. Check if it works using my other mod to create abilities to grant stats boost. If it works then the LW2WotC_AlphaMikeFoxtrot ability must have some conditions to apply.
Vesaene 17 Feb @ 8:14pm 
It's a long shot, and I know it's using a modded ability, but I'm stumped. I added this:

+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot)

It gives +4 attack to the primary weapon. What's odd is the ability is showing up. I can mouse over the icon and the tooltip does populate. However, the +4 damage isn't being added. I thought maybe you needed to assign it to the primary weapon so I tried:

+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot, ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)

Still no dice. Any thoughts on what I could maybe try?
Joker_Newbee 4 Feb @ 8:42am 
Yeah, for safe coding i want the response of the Author, so thank you for the quick Answer.

You give the same answer for your Ability Editor. And it seem that for the Ability Editor the answer is right.

But for the current mod i tested the suggested notation and it worked.
So maybe this will be an additional notation with a better readability. Also it make it easier to copy lines, e.g. for different tiers of items.