XCOM 2
[WOTC] Ability Editor
 This topic has been pinned, so it's probably important
Boundir  [developer] 5 Jul, 2019 @ 9:38am
Share your ideas
You did something that could be used by other? Please share it here.
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Showing 1-15 of 37 comments
Zigg Price 9 Sep, 2019 @ 11:48pm 
So, I have been really excited to use this mod. So I wanted to share what I came up with. This gives examples for others to use, and also a way for me to check if what I have written will work.

So this is the first set I have written:

;Specialist Abilities
;Combat Protocol Charges to Cooldown, Does Not End Turn With Capacitor Discharge Also Selected
+Abilities = (AbilityName=CombatProtocol, Cooldown=3, EndsTurn=true, DoNotConsumeAllActionsWith[0]=CapacitorDischarge)

;Revival Protocol Charges to Cooldown
+Abilities = (AbilityName=RevivalProtocol, Coodown=4)

;Scanning Protocol Charges to Cooldown, Does Not End Turn
+Abilities = (AbilityName=ScanningProtocol, Cooldown=3, EndsTurn=False)

;Restoration Charges to Cooldown, +2 Charges to Medical Protocol, 2 AP
+Abilities = (AbilityName=RestorativeMist, Cooldown=10, APCost=2)
+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargewith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=2) )

;Capacitor Discharge Charges to Cooldown, Combat Protocol Doesn't End Turn (See above)
+Abilities = (AbilityName=CapacitorDischarge, Cooldown 5, EndsTurn=True)
Zigg Price 10 Sep, 2019 @ 12:13am 
Here are my changes for Grenadier Skills. So, these changes are with the idea of reducing the Cooldown of the skill to 1. I do this because I think cooldowns on skills can seem a bit too gamey. Why is the grenadier not able to spam Hail of Bullets if he has the autoloader to do so? It should waste most or all of his ammo, but he should be able to do it, again, next turn. The offset? Emptying the entire cannon to guarantee a hit is time consuming. So, takes 2AP to use. Same with the other skills. I imagine these skills are more about dumping out gratuitous amounts of ammo, and so take longer. So I put everything on a 1 turn cooldown. I'm trying to think of fun ways for the skills to interact, but looking at the variables available from his mod doesn't give me any ideas. So I'm open to whatever people might think.

;Grenadier Abilities
;Hail of Bullets 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown.
+Abilities = (AbilityName=HailofBullets, APCost=2, AmmoCost=3)

;Rupture 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown
+Abilities = (AbilityName=BulletShred, APCost=2, AmmoCost=3)

;Saturation Fire 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown
+Abilities = (AbilityName=SaturationFire, APCost=2, AmmoCost=3)
Boundir  [developer] 10 Sep, 2019 @ 1:00am 
Notes on Specialist Abilities:
  • You have to set an APCost, otherwise it is a free action.
  • You forgot = in the last one "Cooldown 5".

For the Grenadier Abilities, you have to set a Cooldown, otherwise there will be none.
Zigg Price 10 Sep, 2019 @ 10:03am 
Noted. THANKS~!

I figured it would just use what the ability already had for APCost and such. So that's good to know.
Zigg Price 10 Sep, 2019 @ 10:04am 
So I assume APCost=1, but EndTurn=False should allow it to be used as the first action in a turn, and still be able to act? Like a reload or Quick Draw?
Zigg Price 10 Sep, 2019 @ 10:06am 
OH! I remember, now, for the last abilities. I had set the cooldowns in DefaultSoldierSkills, instead of this mod. Do I still need to change it in this mod? I was told it was better to do native INI edits, if possible, and save mods for things that cannot be accomplished in the inis.

(Sorry to blow up the post :p )
Zigg Price 10 Sep, 2019 @ 10:28am 
To round out the last of the base classes, there was not much left to do:

;Ranger Abilities
;Conceal Charges to Cooldown
+Abilities = (AbilityName=Stealth, Cooldown=4, APCost=1, EndsTurn=False)

;Psi Op Abilities
;Dominiation Charges to Cooldown, Cooldown 10 Rounds For Obvious Reasons
+Abilities = (AbilityName=Domination, Cooldown=10, APCost=1, EndTurn=True)

;Sharpshooter Abilities
;Deadeye 2AP -> This is done because Cooldown is Reduced to 1
+Abilities = (AbilityName=Deadeye, APCost=2)

This just puts Conceal on a CD instead of Charges, as well as Domination. No big changes made to Sharpshooters, outside of just Cooldown adjustments, which was done in DefaultSoldierSkills.ini. Because Deadeye gets a CD of 1, adjusted AP Cost to 2. This is to simulate that at anytime, the Sharpshooter can go for that critical shot. It just takes longer to line up. So free access to higher damage, lower accuracy attack, but has to spend his whole turn lining it up.
Last edited by Zigg Price; 10 Sep, 2019 @ 10:34am
Boundir  [developer] 10 Sep, 2019 @ 10:59am 
Originally posted by PM_Zigg Price:
So I assume APCost=1, but EndTurn=False should allow it to be used as the first action in a turn, and still be able to act? Like a reload or Quick Draw?
Yes

Originally posted by PM_Zigg Price:
Do I still need to change it in this mod? I was told it was better to do native INI edits, if possible, and save mods for things that cannot be accomplished in the inis.
True. Use mods for values you can't change from base game files.
Also make backup.


Originally posted by PM_Zigg Price:
;Sharpshooter Abilities
;Deadeye 2AP -> This is done because Cooldown is Reduced to 1
+Abilities = (AbilityName=Deadeye, APCost=2)
Forgot the cooldown here 😜

I think the reason you have to re-set the cooldown, AP cost etc.. is because in order to change one you have to reset all.
Zigg Price 10 Sep, 2019 @ 11:28am 
For Deadeye, I set the cooldown in DefaultSoldierSkills. Should I also be setting the cooldowns in here? I would figure that DefaultSoldierSkills.ini would handle it, and this one would only impose the changes that it specifies.
Zigg Price 10 Sep, 2019 @ 11:41am 
So, to round this out, I completed DLC classes and items:

;Spark Abilities
;Repair Charges to Cooldown, Cooldown 6, Does Not End Turn
+Abilities = (AbilityName=Repair, Cooldown=6, APCost=1, EndsTurn=False)
;Bombard Changes to Cooldown, Cooldown 5
+Abilities = (AbilityName=Bombard, Cooldown=5, APCost=1)

;Reaper Abilities
;Shadow Charges to Cooldown, Cooldown 5, Ends Turn
+Abilities = (AbilityName=Shadow, Cooldown=5, APCost=1, EndsTurn=True)
;Sting Charges to Cooldown, Cooldown 3
+Abilities = (AbilityName=Sting, Cooldown=3, APCost=1, EndsTurn=True)
;Banish Charges to Cooldown, Cooldown 2, 2AP
+Abilities = (AbilityName=Banish, Cooldown=2, APCost=2, EndsTurn=True)

;Templar Abilities
;Ghost Charges to Cooldown, Cooldown 6, 2AP, Ends Turn
+Abilities = (AbilityName=Ghost, Cooldown=6, APCost=2, EndsTurn=True)

;Bondmate Abilities
;Teamwork Charges to Cooldown, Cooldown 6, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateTeamwork, Cooldown=6, APCost=1, EndsTurn=False)
;Improved Teamwork Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateTeamwork_Improved, Cooldown=5, APCost=1, EndsTurn=False)
;Dual Strike Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateDualStrike, Cooldown=5, APCost=1, EndsTurn=False)

;Items
;Skulljack/Skullmine Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn, Share Cooldown with Skulljack/Skullmine
Abilities = (AbilityName=SkulljackAbility, Cooldown=5, 1AP, EndsTurn=False, ShareCooldowns(0)=AbilityName=SkullmineAbility, NumTurns=5)

I would like to ask the author to verify that my changes to Skulljack/Skullmine will work. I want them both off charges and on cooldowns. If I read everything right, this should replace charges on both skills, put them both on cooldowns, and make them share a cooldown with one another. Is that true? Or do I have to copy the line, again, and flip the names so that both point to one another?


To everyone else, here is what I have come up with. I would love to see what anyone else has conjured up to be fun, unique, and interesting. :)
Boundir  [developer] 10 Sep, 2019 @ 11:58am 
Originally posted by PM_Zigg Price:
For Deadeye, I set the cooldown in DefaultSoldierSkills. Should I also be setting the cooldowns in here? I would figure that DefaultSoldierSkills.ini would handle it, and this one would only impose the changes that it specifies.
You have to set it again. The value in the game file is used at the creation of the ability. My mod act to modify an existing ability.

It looks ok 👍
dzmr 10 Sep, 2019 @ 12:31pm 
Hi I love your mod and wanted to know if you had any Idea of how to make it so "Rend" for Templars can be used multiple times a turn.
Zigg Price 10 Sep, 2019 @ 1:05pm 
Originally posted by Boundir:
Originally posted by PM_Zigg Price:
For Deadeye, I set the cooldown in DefaultSoldierSkills. Should I also be setting the cooldowns in here? I would figure that DefaultSoldierSkills.ini would handle it, and this one would only impose the changes that it specifies.
You have to set it again. The value in the game file is used at the creation of the ability. My mod act to modify an existing ability.

It looks ok 👍

Okay. I'll go back and specify cooldowns in all of them, then. Thanks for that information.

@dzmr

+Abilities = (AbilityName=Rend, APCost=1, EndTurn=False)

That should be able to make it use one action point, but not end your turn. From there, you could use it, again, in the same target. At least I think so. There might be something in Rend that doesn't work like that.
Last edited by Zigg Price; 10 Sep, 2019 @ 1:06pm
Boundir  [developer] 10 Sep, 2019 @ 1:59pm 
Note that it also reset Focus cost.

+Abilities = (AbilityName=Rend, APCost=1, EndTurn=False, FocusAmount=1, GhostOnlyCost=True)

So it can still cost one focus for your ghost templar.
You should still get Momentum after that. Twice? ¯\_(ツ)_/¯
Last edited by Boundir; 10 Sep, 2019 @ 2:03pm
dzmr 10 Sep, 2019 @ 4:09pm 
Originally posted by Boundir:
Note that it also reset Focus cost.

+Abilities = (AbilityName=Rend, APCost=1, EndTurn=False, FocusAmount=1, GhostOnlyCost=True)

So it can still cost one focus for your ghost templar.
You should still get Momentum after that. Twice? ¯\_(ツ)_/¯

Thank you so much I will try this.
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