XCOM 2
Lifetime Stats
 This topic has been pinned, so it's probably important
Kosmo  [developer] 4 Jul, 2016 @ 11:28am
Tracking for Custom Classes / INI Tweaks
Some helpful users over at the NexusMods comment section for LifetimeStats have come up with some INI tweaks for a few of the custom class mods. I think it would be worthwhile to open up a discussion here so that you can all share your INI tweaks.

You can view the original discussion here: http://www.nexusmods.com/xcom2/mods/416/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fcomments%2F%3Fmod_id%3D416%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3853400&pUp=1

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Showing 1-15 of 16 comments
Kosmo  [developer] 4 Jul, 2016 @ 11:29am 
I'll start it off by reposting the content from NexusMods:
========================================
Dragon32 posted:
========================================

For some custom class mods I have I grabbed these ability names from their respective localisation files, you should be able to do something similar with the custom classes you use:

;Lucubration's Infantry abilities
.basicShotAbilities="CripplingShot"
.basicShotAbilities="StaggeringShot"
.basicShotAbilities="ZoneOfControlShot"
.basicShotAbilities="FireForEffect"

;Lucubrations Sniper abilities
.basicShotAbilities="Lucu_Sniper_SniperRifleShot"
.basicShotAbilities="Lucu_Sniper_PrecisionShot"
.basicShotAbilities="Lucu_Sniper_FollowUpShot"
.basicShotAbilities="Lucu_Sniper_SabotRoundDamage"

;Escalation classes
;common
.moveShotAbilities="Beags_Escalation_SwordSliceNoCharge"
.moveShotAbilities="Beags_Escalation_LightningHandsSword"
.basicShotAbilities="Beags_Escalation_PistolStandardShot"
.basicShotAbilities="Beags_Escalation_LightningHandsPistol"
.basicShotAbilities="Beags_Escalation_Flush"

;gunner
.basicShotAbilities="Beags_Escalation_IronCurtain"

;Grenadier and Gunner Class Separation
.basicShotAbilities="GunnerBulletStorm"
.basicShotAbilities="GunnerFlush"
Last edited by Kosmo; 4 Jul, 2016 @ 4:55pm
Kosmo  [developer] 4 Jul, 2016 @ 11:30am 
================================
xxapollo posted:
================================

Here is what I came up with for Arcky's Trooper class and Isms Rogue class (for anyone who has these and wants them included in LifetimeStats) I've not yet tested this and I'm not sure if all skills are included, but it's a start.


;rogue abilities
.basicShotAbilities="ConcussiveShot"
.basicShotAbilities="RogueSap"
.basicShotAbilities="RogueAmbushShot"
.basicShotAbilities="eadeye2"
.basicShotAbilities="ConcussiveShot2"
.basicShotAbilities="IsmsNBK"
.basicShotAbilities="RogueAndGun"
.basicShotAbilities="Faceoff2"

;trooper abilities
.basicShotAbilities="JackLethalShot"
.basicShotAbilities="JackTrueShot"
.basicShotAbilities="JackDeathSentence"
.basicShotAbilities="JackPiercingBarrage"
Kosmo  [developer] 4 Jul, 2016 @ 11:36am 
To anyone else looking to add to this list, the best advice I can give is that the name of the ability you put here needs to be the name of the ability as seen by the AbilityActivated trigger. I know that is not the most useful help-- unfortunately its the truth.

What I mean by this, is that occasionally the expected ability name (based on what is shown in the UI or class name) is not necessarily the name of the ability which is triggered. If people want, I could add a field to the INI to help you guys debug new abilities that let you see which abilities have been triggered (and in what quantity) to the stats window.

This would let you 'debug' mods, and see which triggers get sent and what their actual names are.

Thanks for continuing to use the mod!
Dragon32 4 Jul, 2016 @ 12:16pm 
That "debug" option would be great, particularly if it wrote to one of the log files (ideally the combat log as it's tiny :) ) for easy copy & paste.

Couple more I've got for the Old War Abilities mod:
;Old War Abilities
.basicShotAbilities="OWA_Flush"
.basicShotAbilities="OWA_DisablingShot"

And the Beatdown Skill:
;Beatdown Skill
.moveShotAbilities="GunSmack"
Blooest 24 Jan, 2017 @ 12:59pm 
I've started a new LW2 campaign with the logging option enabled.
Here's what I've got so far.

;LW2
;Shinobi
.moveShotAbilities="SwordSlice_LW"
;Gunner
.basicShotAbilities="SuppressionShot_LW"
.basicShotAbilities="AreaSuppressionShot_LW"
;Ranger
.basicShotAbilities="LightEmUp"
.basicShotAbilities="WalkFire"
;Sharpshooter
.basicShotAbilities="SnapShot"
.basicShotAbilities="PrecisionShot"
.basicShotAbilities="DoubleTap"
.basicShotAbilities="Kubikuri"
;Assault
.basicShotAbilities="SlugShot"
;AWC
.basicShotAbilities="CloseCombatSpecialistAttack"

I think this is fairly complete now.
I'll continue testing.
Last edited by Blooest; 24 Jan, 2017 @ 9:07pm
Kosmo  [developer] 24 Jan, 2017 @ 7:48pm 
Awesome! Thanks Sky
Blooest 24 Jan, 2017 @ 9:03pm 
(Bumping because I think I got them all, edited in above.)
Dragon32 25 Jan, 2017 @ 11:21am 
@ISky:
Won't there be a .moveShotAbilities for the Gunner and their knife? Or is that using the vanilla "SwordSlice"?
Blooest 25 Jan, 2017 @ 12:38pm 
Does their knife attack move them, itself, or can it only be activated when they're adjacent to the enemy already?
As far as I know, it's the latter, and it already sees that trigger properly. The moveShot stuff, correct me if I'm wrong, Kosmo, is because of how the game handles it -- each tile of movement seems to be an individual "activation" where LtS is concerned
Dragon32 25 Jan, 2017 @ 1:45pm 
Oooo, never thought of it like that. I just thought ".moveShotAbilities" were all the "hit them with something heavy" or "stick them with the pointy end" abilities.
Kosmo  [developer] 25 Jan, 2017 @ 7:30pm 
Correct Sky -- moveShotAbilities are those that both move and shoot. They need to be differentiated because the ability activates every tile and it needs to intelligently handle that.
Blooest 30 Jan, 2017 @ 3:27pm 
How did nobody catch that I missed the most obvious two Assault abilities?
.basicShotAbilities="PointBlank"
.basicShotAbilities="BothBarrels"
tiktaalik 9 Jan, 2019 @ 8:34am 
Originally posted by That Certain Bloo:
Does their knife attack move them, itself, or can it only be activated when they're adjacent to the enemy already?
As far as I know, it's the latter, and it already sees that trigger properly. The moveShot stuff, correct me if I'm wrong, Kosmo, is because of how the game handles it -- each tile of movement seems to be an individual "activation" where LtS is concerned
You can roll fleche from AWC for the gunner and use the knife like shinobi's sword then ;)
tiktaalik 9 Jan, 2019 @ 8:46am 
Originally posted by That Certain Bloo:
How did nobody catch that I missed the most obvious two Assault abilities?
.basicShotAbilities="PointBlank"
.basicShotAbilities="BothBarrels"
These are Ranger ;)
tiktaalik 9 Jan, 2019 @ 8:49am 
Then maybe the arc pulser abilities for the assault should be added...
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