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Untested Instant Heals:
0) The single-target Field Medic's First Aid Heal ability (5HP) with an upgraded version after Battlefield Medicine (7HP), along with its Aptitude ability (1HP) bonus
1) The multi-target ability Renewal (1HP), without an upgraded version, along with its Aptitude ability (1HP) bonus
2) The multi-target ability Triage (4HP), without an upgraded version but with its Aptitude ability (1HP) bonus.
3) The single-target ability Gemlin Heal (4HP), with an upgraded version after Battlefield Medicine (6HP) but no bonus ability.
4) The single-target ability Medibot Heal (9HP), with an upgraded version after Battlefield Medicine (11HP) but no bonus ability.
5) The single-target ability Medikit Heal (4HP), without an upgraded version or bonus ability of its own (see the next line down).
6) The single-target ability Nanokit Heal (6HP), without an upgraded version or bonus ability of its own.
7) The single-target ability Pacman Heal (9HP), with an upgraded version after Battlefield Medicine (11HP) but no bonus ability.
8) The multi-target ability Restorative Mist (4HP), without an upgraded version or bonus ability.
9) The single-target ability Repair (6HP), without an upgraded version or bonus ability.
10) The single-target ability NEPBull (4HP), without an upgraded version or ability bonus.
11) The multi-target ability Heal Bomb (4HP), without an upgraded version or ability bonus.
12) The multi-target ability Heal Bomb Mark II (6HP), without an upgraded version or ability bonus.
13) The _-target ability _ (_HP), with_ an upgraded version _ (_HP) or _ ability (_HP) bonus.
Untested Regenerative Heals:
0) The Spark Regeneration ability (2HP per, up to 6HP) which calls its heal Spark Health Regenerated.
1) The Stasis Vest Bonus ability (2HP per, up to 8HP) which calls its heal Stasis Vest Health Regenerated.
2) The _ ability (_HP per, up to _HP) which calls its heal _.
If you have tested an ability above, please say so and we will uncomment it in the ini entry below. There is conflicting evidence about whether we should expect the heal bomb to work.
To do later:
Grimy's regenerative vests and any other classes/vests.
A blank (has an icon with a helmet) class's Psi Heal, Boon, Ray of Life, Heal, Restore, Tend Wounded, Full Restore, and Renewal
The chaplain class's psi heal, Ray of Life, and Rayzeel's Song
The Guardian class's first aid protocol and Restoration
The Hactivist class's repair protocol and gremlin cauterize
The Infantry class's savior
The Psionic class's vampiric shot
The Support class's Combat medic training for its heal and medishot
The Medical Marksman class's Healing Darts, renewal, renewal protocol, savior, gremlin cauterize, and regenerative mist
The other field medic (with medical symbol) class's Medical Specialist and advanced trauma kits
advanced battlefield medicine -> biomedkit (still +6hp)
advanced mindshield item
psi focused I-V item
;Enter Definitions for standard heals and heals introduced by other mods
;These definitions will support single target heals, multi target heals, and regenerative heals (single target)
; SINGLE HEAL (* means mod-added)
;* First Aid from Field Medic mod
HealingDefinitions[0]=(TemplateName="FirstAidHeal", PerUseHP=5,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=7,MultiTarget="N",BonusAbility="Aptitude",BonusAmount=1)
;* Renewal from Field Medic mod
HealingDefinitions[1]=(TemplateName="Renewal", PerUseHP=1,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Aptitude",BonusAmount=1)
;* Triage from Field Medic mod
HealingDefinitions[2]=(TemplateName="Triage", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Aptitude",BonusAmount=1)
; Standard Gremlin Heal
HealingDefinitions[3]=(TemplateName="GremlinHeal", PerUseHP=4,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=6,MultiTarget="N",BonusAbility="",BonusAmount=0)
;* Medibot Heal from Medibot Gremlin Mod
HealingDefinitions[4]=(TemplateName="MedibotHeal", PerUseHP=9,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=11,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Standard Medikit Heal
HealingDefinitions[5]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Standard Nanomedikit Heal
HealingDefinitions[6]=(TemplateName="NanoMedikitHeal", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
;* Pacman Heal from Pacman Mod
HealingDefinitions[7]=(TemplateName="PacmanHeal", PerUseHP=9,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=11,MultiTarget="N",BonusAbility="",BonusAmount=0)
;* Standard Restorative Mist Heal
HealingDefinitions[8]=(TemplateName="RestorativeMist", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)
; Standard Spark Repair
HealingDefinitions[9]=(TemplateName="Repair", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
;* NepBull from CPU class
;HealingDefinitions[10]=(TemplateName="AHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Healbomb by Ericpar
;HealingDefinitions[11]=(TemplateName="HEALBOMB", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)
; Healbomb upgrade by Ericpar (similar to the nanomedkit)
;HealingDefinitions[12]=(TemplateName="HEALBOMB_MK2", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)
;Next heal ability
;HealingDefinitions[13]=(TemplateName="_", PerUseHP=_,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
; ----- REGENERATIVE --------------
; Spark Regeneration from "GTS Perks for Spark Units" mod
RegenerativeHealingDefinitions[0]=(TemplateName="SparkRegeneration", HealAmount=2,MaxHealAmount=6,HealthRegeneratedName="SparkHealthRegenerated")
; Standard Stasis Vest
RegenerativeHealingDefinitions[1]=(TemplateName="StasisVestBonus", HealAmount=2,MaxHealAmount=8,HealthRegeneratedName="StasisVestHealthRegenerated")
; Next regenerative ability
;RegenerativeHealingDefinitions[2]=(TemplateName="_", HealAmount=_,MaxHealAmount=_,HealthRegeneratedName="_")
[WotcMakeHealsPersist.X2Effect_ApplyMedikitHealToMinHealth]
PERCENTAGE=100
[WotcMakeHealsPersist.X2Effect_RegenerationToMinHealth]
PERCENTAGE=100
[WotcMakeHealsPersist.X2Effect_MultiTargetHeal]
PERCENTAGE=100
[XComGame.X2Ability_DefaultAbilitySet]
MEDIKIT_PERUSEHP=4
NANOMEDIKIT_PERUSEHP=6
; Mech Warfare Standard Spark Repair
HealingDefinitions[10]=(TemplateName="RepairMW", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="HeavyRepair",BonusAmount=4)
I'm a newb at .ini edits, please let this be correct...
; Valkyrie Healing Stream
HealingDefinitions[10]=(TemplateName="HealingStream", PerUseHP=4, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="Anesthetic",BonusAmount=1)
; Valkyrie Resurrect
HealingDefinitions[11]=(TemplateName="HealingStream", PerUseHP=8, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Valkyrie Odin's Blessing
HealingDefinitions[12]=(TemplateName="OdinBlessing", PerUseHP=6, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
RegenerativeHealingDefinitions[2]=(TemplateName="ShadowOps_RestorationProtocol", HealAmount=2,MaxHealAmount=12,HealthRegeneratedName="DragoonRenewalHealthRegenerated")
this is what I did & it seems to work fine but I couldn't figure out how to make the upgrades for the stimgun work with it. I guess just changing the PerUseHP value as upgraded. As for lingering effects, haven't actually tested it just leaving it in here anyway.
;Pharmacist Stim Gun
HealingDefinitions[10]=(TemplateName="SG_RecoveryStim", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="Savior",BonusAmount=4)
;Pharmacist Combat Clinic
HealingDefinitions[11]=(TemplateName="SG_CombatClinic", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Savior",BonusAmount=4)
regenerative
;Pharmacist Lingering Effects
RegenerativeHealingDefinitions[2]=(TemplateName="SG_LingeringEffects", HealAmount=2,MaxHealAmount=6,HealthRegeneratedName="SG_LingeringEffectsRegenerated")