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Just throwing my thoughts out:
I've added a +1 for a fail as a failed Hack has its own repurcussions. Also...
“I have not failed. I've just found 10,000 ways that won't work.” - Thomas A. Edison
Personally I don't think Skulljacking and Skullmining should count as abilities to improve Hacking. I know it uses the hack interface, it just doesn't feel right to me.
I guess it could be disabled by...
-CustomHackAbilities=SkullJack
(or whatever the template names are)
From the ingame description of Skulljacking/Skullmining, you need to hack the chip inside the troopers' head to get access to the information. And your hacking stat influences the outcome. Personally, I see no difference between hacking a chip inside a robot or hacking a chip inside an ADVENT (other than the need for the Skulljack to actually access the chip).
or maybe you could use the reward index? it looks like it gets set to zero on a fail roll. So maybe you can check if it's zero or greater than zero
It's actually not hard to completly replicate the effects of Hack+ when configuring this mods Ini.
welp now we get moar hax
SourceUnit.ComInt >= eComInt_Savant
in WOTC_SoldierDevelopment.u with the following.
if (SourceUnit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && (!Unit.IsResistanceHero() || (!bUnitIsSpark || !Unit.IsRobotic() || !Unit.IsSpark()))))
I also added
local bool bUnitIsSpark;
Under the other locals at around line 531 since I wasn't sure if bUnitIsSpark would work without it.