XCOM 2
[WOTC] Ability Editor
Figaround 8 Jul, 2019 @ 2:09pm
Some questions on the use of mod.
1) Am I using your mod correctly, I took the line from the example[prnt.sc] and inserted it, removing the + sign (or should I leave it?)
2) Is it possible to use DoNotConsumeAllActionsWith[0] without specifying the fighter class (in the example - Blademaster), or is it necessary?
3) Are the abilities changes I made correct? :
Abilities = (AbilityName=GremlinHeal, Cooldown=1, APCost=0, Charges=3, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Specialist) Abilities = (AbilityName=RestorativeMist, Cooldown=1, APCost=0, Charges=3, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Specialist) Abilities = (AbilityName=ScanningProtocol, APCost=0, Cooldown=0, Charges=9, FreeAction=true) Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster) Abilities = (AbilityName=Faceoff, APCost=0, Cooldown=0, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Sharpshooter)
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Boundir  [developer] 8 Jul, 2019 @ 3:09pm 
1. Keep the + sign. You can read it as "ADD"

2. I don't understand what you mean by fighter class. DoNotConsumeAllActionsWith is meant for abilities which normally would end your turn, won't if you have the ability you enter.
For example LaunchGrenade ends your turn except if you have Salvo.

3. Now I understand what you meant by fighter class. No, you can't put the character class in DoNotConsumeAllActionsWith. But you could put the squadie ability for Specialist like AidProtocol or PistolStandardShot for the Sharpshooter.
You forgot to close parenthesis after "NumBonusCharges=3".

Rest seems ok.

+Abilities = (AbilityName=GremlinHeal, Cooldown=1, APCost=0, Charges=3, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3), EndsTurn=true, DoNotConsumeAllActionsWith[0]=AidProtocol) +Abilities = (AbilityName=RestorativeMist, Cooldown=1, APCost=0, Charges=3, EndsTurn=true, DoNotConsumeAllActionsWith[0]=AidProtocol) +Abilities = (AbilityName=ScanningProtocol, APCost=0, Cooldown=0, Charges=9, FreeAction=true) +Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster) +Abilities = (AbilityName=Faceoff, APCost=0, Cooldown=0, EndsTurn=true, DoNotConsumeAllActionsWith[0]=PistolStandardShot)
Figaround 8 Jul, 2019 @ 4:04pm 
Thank. I mean, is it possible not to indicate the class of a soldier. For example, write not "DoNotConsumeAllActionsWith [0] = Specialist", but in short, "DoNotConsumeAllActionsWith [0]".
Figaround 8 Jul, 2019 @ 4:08pm 
And why did you replace the last line with "DoNotConsumeAllActionsWith[0]=Sharpshooter" with "DoNotConsumeAllActionsWith[0]=PistolStandardShot"? I thought before that after the "DoNotConsumeAllActionsWith[0]=" i need to specify the class of the soldier. And you stated "PistolStandardShot" what "PistolStandardShot"? How to understand what to write (if necessary) after "DoNotConsumeAllActionsWith[0]="?
Boundir  [developer] 9 Jul, 2019 @ 4:24am 
DoNotConsumeAllActionsWith needs an ability to be inputed, not a class.
Again, it means "Do not consume all my actions if I have one of these abilities" so you have to enter atleast one otherwise this is useless.

PistolStandardShot is a squaddie perk for Sharpshooter.
Figaround 9 Jul, 2019 @ 5:26am 
1) Ok. But how can I understand - what to write for an arbitrary ability, after EndsTurn = true, DoNotConsumeAllActionsWith [0]?
2) What will happen if you separately specify a) EndsTurn = true, and b) DoNotConsumeAllActionsWith [0]? Those, write only 1 part, without the second.
Figaround 9 Jul, 2019 @ 5:34am 
I believe, that it will be useful to include in the description of the mod, something like the following (maybe I write wrong, I use online translators):

To apply the mod, go to the XCOM 2 Workshop mods is \Steam\steamapps\workshop\content\268500\1789085465\Config folder and edit the XComAbilityEditor.ini file with a text editor.
To find the name of the ability, which you change (AbilityName), go to Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Localization\ folder with the desired language, and then open this folder the file XComGame.xxx (where xxx - is the language designation in the appropriate folder).
Boundir  [developer] 9 Jul, 2019 @ 6:24am 
1. Sorry did not understand. Maybe you mean "what to input in DoNotConsome[..] if EndsTurn is true?" ? Then you only enter the name of the ability that will prevent the ability you are modifying to end your turn.

2. You should only use DoNotConsume[..] if EndsTurn is true. Because if your ability doesn't end your turn, you don't need an extra ability to make it not end your turn.
Figaround 9 Jul, 2019 @ 6:46am 
There is a part of the entry, "DoNotConsumeAllActionsWith[0]="
What to write after it? Why AbilityName=Faceoff need to write "DoNotConsumeAllActionsWith[0]=PistolStandardShot", for AbilityName=SwordSlice - "DoNotConsumeAllActionsWith[0]=Blademaster", and for AbilityName=RestorativeMist - "DoNotConsumeAllActionsWith[0]=AidProtocol"?
What is the general principle of choosing what to write after "DoNotConsumeAllActionsWith[0] ="? I'm not a telepath, I don’t know what to write after DoNotConsumeAllActionsWith[0]= for a particular ability, I don’t know how else to ask you.
I
NOT
TELEPATH!
You have a rule to write something after "DoNotConsumeAllActionsWith [0] =". What should I write after the = sign, if I apply it to any other abilities than those listed above, or do I have to ask you each time?
Last edited by Figaround; 9 Jul, 2019 @ 7:05am
Boundir  [developer] 9 Jul, 2019 @ 8:09am 
Same question, same answer.
You put the ability name after DoNotConsumeAllActionsWith. It is said in the description. I even try to present examples with Salvo. It can be any ability in the game.

Let's try again:
Take LaunchGrenade, the grenadier ability. This ability ends your turn when you use it.
BUT if you have Salvo it will not end your turn.

With my mod you could read it like that:
AbilityName=LaunchGrenade, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Salvo

Seti 11 Sep, 2019 @ 6:50am 
I only see examples with gremlin abilities.
What if i wish to add to a primary weapon ability the Retain concealment ?
How do i do that? Could you give an simple example please ?
Boundir  [developer] 11 Sep, 2019 @ 7:27am 
Originally posted by Seti:
add to a primary weapon ability the Retain concealment
Be more specific. Which ability are we talking about?
Seti 12 Sep, 2019 @ 4:31am 
Like from the "Extended Perk Pack" , something like the ability "F_Stilletto" for example.
(F_Stiletto", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)

Is that even possible?
Boundir  [developer] 12 Sep, 2019 @ 4:59am 
Oh you want to add an ability to a weapon? You can use Repurpose Abilities or WSR for that.

If you want the change this ability to maintain concealment you could for example do:
+Abilities = (AbilityName=F_Stiletto, RetainConcealment=Always)
Last edited by Boundir; 12 Sep, 2019 @ 4:59am
Seti 12 Sep, 2019 @ 6:45am 
Ok, thanks, but it didn't work at all.
Another thing i tried was this line to alter the Stealth:

+Abilities = (AbilityName=Stealth, Cooldown=1, Charges=3, FreeAction=true)

It added the charges but no cooldown and it was not a free action. What did i do wrong here?
Boundir  [developer] 12 Sep, 2019 @ 7:15am 
Don't know. It was a free action with cooldown for me. 1 turn cooldown means you won't be able to use it twice in the same turn.

F_Stiletto seems to be a passive ability...
RetainConcealment - String
Optional - Determine if the unit can remain concealed after the ability is activated
It needs to be an active ability. I tried with StandardShot and it worked.
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