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[Ask] How to create new / adjust skills?


ChaosFred

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Okay first, I got on importing some skills

 


;************************************************************************************************************
;*** Ranger Class Data ***
;************************************************************************************************************

[Ranger X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///UILibrary_Common.class_ranger"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=2
SquaddieLoadout="SquaddieRanger"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")

; squaddie
SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="FaceOff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) , \\
(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Quickdraw") \\
), \\
aStatProgression=((St

 

..............

;************************************************************************************************************
;*** Sharpshooter Class Data ***
;************************************************************************************************************

[sharpshooter X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=5
IconImage="img:///UILibrary_Common.class_sharpshooter"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=2
SquaddieLoadout="SquaddieSharpshooter"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")

; squaddie
SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="SectopodHigh"), \\

(AbilityName="SectopodLow"), \\
(AbilityName="Domination", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Squadsight") \\
), \\
aStatProgression=((St ....

;************************************************************************************************************
;*** Grenadier Class Data ***
;************************************************************************************************************

[Grenadier X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=6
IconImage="img:///UILibrary_Common.class_grenadier"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=2
SquaddieLoadout="SquaddieGrenadier"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="grenade_launcher")
; squaddie
SoldierRanks=( aAbilityTree=( (), (AbilityName="Squadsight"), \\
(AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="EnergyShieldMk3"), \\
(AbilityName="SectopodLightningField"), \\
(AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((St

 

....

;************************************************************************************************************
;*** Specialist Class Data ***
;************************************************************************************************************

[specialist X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=3
IconImage="img:///UILibrary_Common.class_specialist"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=1
SquaddieLoadout="SquaddieSpecialist"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin")

; squaddie
SoldierRanks=( aAbilityTree=( (AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Squadsight"), \\
(AbilityName="SaturationFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="WrathCannon", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\

(AbilityName="FrenzyInfo") \\

(AbilityName="FrenzyTrigger") \\
), \\
aStatProgression=((St....

 

As you can see in that part, I made those skill all automatically added the moment you acquired the class. So far I have tested in on mid-campaign data, you only need to AWC reset skill to get all for pre-modded characters.

 

Now here are the questions, I am really new at modding Xcom2 though, so bear with me.

 

1. How do you correctly create a new, duplicate skill from enemy skills imported above?

What I've done is taking reference of LW_OfficerLeader mod pack, created a duplicate Skill.uc from just-copy mentioned skills, changed designation name ie "WrathCannonHuman" for player version, then directed the skill to AbilityName="WrathCannonHuman" but the skill is not added into the class. Debug mode does not recognize skill existence and instead used "Loc missing = None" descryption. So I am sure I missing something.

 

2. How do you reassign skill InvSlots destination? For example, ReturnFire and BladeStorm works for secondary (Sword with return fire deflects bullet back, BladeStorm with pistol = infinite Guardian overwatch), now I wanted it to also works with primary gun. I sure separate is needed though like "BladeStormPrimary" and perhaps need bullet check.

 

3. This is a complex one: I have an idea about creating duplicate of SectopodHigh and SectopodLow to recreate the flying effect. But when activated, how do you make so the player character object is set on flying height / one floor level above?

How to add the ability into item instead like MimicBeacon??

 

My priority is to get the first question answered. Since without that, any new skills I am trying to make cannot be added into the game.

Edited by ChaosFred
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The rifleman mod at steam workshop seems like a pretty good example. He has added a couple of skills from other classes and a couple of new classes. Have you picked apart that mod? It is on my to-do list for the next couple of days.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=619043519&searchtext=rifleman

 

It seems the key idea is to examine the ability files in the sdk sources and pick out what you want, then copy/paste the code. If you can find another ability that does part of what you want, you can paste together different bits. If you haven't found these files, look in:

 

...steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Classes

 

The files X2Ability_<class>AbilitySet.uc and X2Ability_<creature>.uc define all these things.

 

Flying sounds cool, but I really suggest leaving that till last. It would probably be easier to use the archon as an example.

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