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翻訳の問題を報告
The solution is to create a PurePassive ability that holds both 'ReloadRS' and 'GiveAmmoRS' and then add that to the AddReloadTier functions. Mine looks like this.
static function X2AbilityTemplate ReloadContainer()
{
local X2AbilityTemplate Template;
Template = PurePassive('ReloadContainer', "img:///UILibrary_PerkIcons.UIPerk_reload", false, 'eAbilitySource_Perk', false);
Template.AdditionalAbilities.AddItem('ReloadRS');
Template.AdditionalAbilities.AddItem('GiveAmmoRS');
return Template;
}
Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_AlwaysShow;
I personally like this better as you always know how many reloads you have.
If you're interested, I also have a conditional where only soldiers with matching weapons can give ammo to each other. It adds a pretty cool tactical dimension to the game. I'm also currently trying my hand at UI programming to show the number of clips in the HUD next to the weapon.
I think there are too many problems with splitting the weapon types personally, not to mention making it really difficult haha.
Feel free to upload a version of this if you want, I'm sure you can do a lot better than me :)
So feel free to expand on it if you want. I will return to modding for Xcom 3 whenever it launches on Steam.
To make it a bit clearer if you use a grenade you cannot reload your save to get grenades back, they are used up for the rest of the mission however with this exploit ammo count can be reset. It's not a major issue but it's still there regardless.