eXecator Posted February 22, 2016 Share Posted February 22, 2016 I'm interested in oppinions on this proposed mod. What it does: offer a simple to configure interface to modify templatesHow it does: hook in during app start, read ini file with modifications, modify templates, profit I currently have this running to add/remove abbilities to/from CharacterTemplates and EquipmentTemplates. For example one could write // some.ini ChangeSets=(Type="Character", Target[0]="Soldier", \\ Mods[0]=(Type="AddAbility", Value="MarkTarget"), \\ )to give all SoldierTemplates (all difficulties) the MarkTarget ability. It could be extended for other Template classes and other modifications. I think this could be a nice way to handle template modifications. It could be used as a stand-alone mod to just mess with the game, or used by other mods to handle some of the dirty work. Thoughts? Link to comment Share on other sites More sharing options...
SteelRook Posted February 22, 2016 Share Posted February 22, 2016 Can we use this to outright replace templates with our own individual UnrealScript code? This is my biggest bugbear at the moment - the hoops we have to jump through in order to replace, say, one ability which does something completely different from what it does in vanilla. Say replace the Death From Above ability template with one which grants bonus to-hit for having the high ground? Link to comment Share on other sites More sharing options...
eXecator Posted February 22, 2016 Author Share Posted February 22, 2016 I havent done anything with perks up to now, so I'm not familiar with the corresponding hoops. =) Looking at it though...Assuming you already have an ability "X" which grants bonus to-hit for having the high ground, couldnt you just edit it in via DefaultClassData.ini and replace AbilityName="DeathFromAbove" with AbilityName="X"? Or is it realy important to you, that the ability truly stays "DeathFromAbove" and just works different? In that case this Mos could help, provided that you can achieve the desired behaviour by only changing public members of the X2AbilityTemplate defined in X2Ability_SharpshooterAbilitySet.DeathFromAbove(). Basicaly everything from X2AbilityTemplate which isnt private/protected should be fair game. (X2AbilityCharges, AbilityCosts, AbilityToHitCalc, AbilityTargetEffects, ...) Link to comment Share on other sites More sharing options...
Xcomhadrian Posted February 23, 2016 Share Posted February 23, 2016 As a complete tard at coding this is the kind of thing I would need. A simple script I can add to alter default data without resorting to massive amounts of code. However as a coding tard I would also need an explanation and example of how to use it. Link to comment Share on other sites More sharing options...
eXecator Posted February 28, 2016 Author Share Posted February 28, 2016 I put in online. So let me know if it works for you. ;-) Link to comment Share on other sites More sharing options...
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