mccordrm Posted February 23, 2016 Share Posted February 23, 2016 (edited) I have changed this post to show what we've got so far.Feel free to chime in with any additions/corrections you might have to the list.Also, not all of these Stats are relevant at the moment (like Backpack), but since theycan be configured I am including them here. 1. CharacterBaseStats[eStat_AlertLevel]=4;Only used for enemy AI; ignore for XCom soldiers. 2. CharacterBaseStats[eStat_ArmorChance]=0;If you apply Armor Mitigation to a soldier, the percentage chance that it gets triggered when attacked. 3. CharacterBaseStats[eStat_ArmorMitigation]=0;How much innate armor you give a soldier. Can be VERY unbalancing. 4. CharacterBaseStats[eStat_BackpackSize]=1;Irrelevant stat, used by the game to place temporary items-- loot picked up after killing an alien, etc. 5. CharacterBaseStats[eStat_CombatSims]=0;Let's you apply bonus points to another Stat. 6. CharacterBaseStats[eStat_CritChance]=0;The soldier's base chance to score a Crit before abilities and equipment are figured in. 7. CharacterBaseStats[eStat_Defense]=0;Applies a negative percentage to an enemy's (Aim) chance to hit you. 8. CharacterBaseStats[eStat_DetectionRadius]=0;Still testing this one. Might affect your ability to see the red squares around enemies. 9. CharacterBaseStats[eStat_Dodge]=0;Base chance to Dodge an attack, making it a "Graze" instead of a "Hit" 10. CharacterBaseStats[eStat_FlankingAimBonus]=0;Gives you the amount as a bonus percentage to your Aim if Flanking an enemy. 11. CharacterBaseStats[eStat_FlankingCritChance]=0;Gives you the amount as a bonus percentage to your Chance to score a Crit if Flanking an enemy. 12. CharacterBaseStats[eStat_FlightFuel]=0;Irrelevant at the moment. Feel free to leave at 0. 13. CharacterBaseStats[eStat_Hacking]=0;You soldier's base chance to Hack a system or robot. Basically, it's "Aim" for Hacking. 14. CharacterBaseStats[eStat_HearingRadius]=0;How far an enemy AI can hear events-- gunshots, grenade blasts, etc. 15. CharacterBaseStats[eStat_HighCoverConcealment]=1;Still not sure if this is relevant. Feel free to leave at 1. 16. CharacterBaseStats[eStat_HP]=0;Hit Points your soldier has. How much damage your soldier can take before dying or bleeding out. 17. CharacterBaseStats[eStat_Mobility]=0;How many tiles your soldier can move. 18. CharacterBaseStats[eStat_Offense]=0;This is your innate "Aim" stat; chance to hit an enemy before modifiers are applied. 19. CharacterBaseStats[eStat_PsiOffense]=0;Same as Offense, but for Psi attacks. Worthless to non-Psi soldiers. 20. CharacterBaseStats[eStat_ReserveActionPoints]=0;Not tested yet 21. CharacterBaseStats[eStat_ShieldHP]=0;If a shield is active, how many hits it can take. 22. CharacterBaseStats[eStat_SightRadius]=0;Your soldier's awareness on the battlefield. If Zero, you'll stay surrounded by the Fog of War unable to do anything but run around in the dark. 23. CharacterBaseStats[eStat_Strength]=0;Used during a melee attack to determine whether a secondary effect (like Stun) is successful. 24. CharacterBaseStats[eStat_UtilityItems]=0;Number of Utility Items your soldier can carry before equipment bonuses. 25. CharacterBaseStats[eStat_Will]=0;Mental defense against Psi attacks, getting panicked, etc. Edited February 25, 2016 by mccordrm Link to comment Share on other sites More sharing options...
Azworai Posted February 24, 2016 Share Posted February 24, 2016 I was actually asking about this earlier. I wish someone had added such a thing to a wiki-list somewhere, would be a very useful resource. Defense decreases your chance to actually be hit. Dodge I believe gives you a chance to convert a hit into a 'graze', halving the shots damage. Do you know what eStat_Strength does? Link to comment Share on other sites More sharing options...
mccordrm Posted February 24, 2016 Author Share Posted February 24, 2016 My understanding (and yea, it could be wrong) is that Strength is like Aim for Melee.Even though there's a separate place to give Melee better Aim. <Shrug> I can't believe the Documentation for the SDK doesn't explain stuff like this. Link to comment Share on other sites More sharing options...
davidlallen Posted February 24, 2016 Share Posted February 24, 2016 The game has only been out for a couple of weeks, and it's pretty unlikely for the development team to release documentation to such a level of detail. Usually modders have to poke around at stuff and learn, just like you are doing. Please keep posting your findings here. If you have something large enough for other people to use as a resource, submit a new thread with "tutorial" or "reference" in the title and I'll link it from the main thread. Link to comment Share on other sites More sharing options...
mccordrm Posted February 24, 2016 Author Share Posted February 24, 2016 Still, you'd think a game released "ready for Modding" would explain something like character Stats. <Shrug>Anyhow, this is what I've got so far. It's also posted on Reddit, but no love there, either. These are base stats you can edit before ability and equipment modifiers are added through gameplay. 01. [eStat_HP] = Amount of Life your soldier has. Hit Points. 02. [eStat_Offense] = Base attack bonus percentage (AIM) for your soldier. 03. [eStat_Defense] = Base negative percentage to enemy's chance to hit you. 04. [eStat_Mobility] = Amount of grid tiles your soldier can move. 05. [eStat_SightRadius] = Interesting Stat. It's not just how far your soldier can see (pushes back the Fog of War), but up to how far away you can be seen as well. If an enemy has a Sight Radius less than yours, you'll see them before they see you. I set this to 0 (which means the Fog of War always covered my soldiers) and I could not see or engage enemies I was standing right next to. Nor could they see or engage me. Grenades still hit them (I threw a grenade into a spot I couldn't move into, which meant there was an enemy there), and they still couldn't return fire afterwards. 06. [eStat_Will] = Mental Defense against Psi attacks, panic, etc. 07. [eStat_PsiOffense] = Same as Offense, but for Psi attacks. Worthless to non-Psi soldiers. 08. [eStat_FlightFuel] = Apparently, unused. Kindly ignore for now. 09. [eStat_UtilityItems] = Number of unlocked Utility slots on your soldier. 10. [eStat_AlertLevel] = ? (Nope, nothing. Can't figure out what it's affecting.) 11. [eStat_BackpackSize] = Apparently, unused. Kindly ignore for now. 12. [eStat_Hacking] = Offensive power for Hacking attempts. Basically, it's Aim for Hacking. 13. [eStat_CritChance] = Base percentage to get a Critical hit. 14. [eStat_CombatSims] = Chooseable bonus to one of your Stats. 15. [eStat_HighCoverConcealment] = Apparently, unused. Kindly ignore for now. 16. [eStat_Strength] = Best guess so far: Aim for Melee. 17. [eStat_FlankingCritChance] = Bonus to Critical Hit chance if flanking opponent. 18. [eStat_FlankingAimBonus] = Bonus to Aim if flanking opponent. 19. [eStat_DetectionRadius] = ? (Seriously, I've changed the hell out of this number and can't seem to figure out what it's affecting) 20. [eStat_Dodge] = Chance to dodge an attack. Link to comment Share on other sites More sharing options...
lamaros Posted February 24, 2016 Share Posted February 24, 2016 Still, you'd think a game released "ready for Modding" would explain something like character Stats. <Shrug>Anyhow, this is what I've got so far. It's also posted on Reddit, but no love there, either. These are base stats you can edit before ability and equipment modifiers are added through gameplay. 09. [eStat_UtilityItems] = Number of unlocked Utility slots on your soldier. 14. [eStat_CombatSims] = Chooseable bonus to one of your Stats. 16. [eStat_Strength] = Best guess so far: Aim for Melee. Good list. I'm afraid I don't have much to add, though you look to have left armor off. I suspect strength could be used for melee defense, though I'm not really poked about with it. Given how a ranger has different hit rates on different enemies and it isn't modified by defense that I can see, maybe that's it? How do CombatSims and UtilityItems work? Link to comment Share on other sites More sharing options...
Azworai Posted February 24, 2016 Share Posted February 24, 2016 is there an 'eStat_Armor'? I didn't see it in soldier stats, but if the stat exists, perhaps it could be added to soldiers? Link to comment Share on other sites More sharing options...
mccordrm Posted February 24, 2016 Author Share Posted February 24, 2016 What is the name of the armor eStat? eStat_Armor? CombatSims allow you to add points (5, I think?) to a Stat of your choice.Utility Items is where your Medikit goes. You soldiers all start with 1, but you can actually increase that number from the start just like the rest of the eStats. Link to comment Share on other sites More sharing options...
lamaros Posted February 24, 2016 Share Posted February 24, 2016 (edited) Yes, armor can be added to soldiers. I don't have it in front of me, but it's the same name as used for the enemy units with armor. It works, as I've added a random chance for it to be given to grenadiers on skillup in my mod and seen it in game. There's also a variable for how often armor works, seen in the muton stats, but I've not fiddled with that. Where used it always seems to be at 100, so it might be unused. Edited February 24, 2016 by lamaros Link to comment Share on other sites More sharing options...
mccordrm Posted February 24, 2016 Author Share Posted February 24, 2016 (edited) The Blast Padding ability does that-- a percentage chance to give X amount of armor. I'll have to look at it again and see if I can add that as a starting eStat. *****OK, so in the XComGameCore.ini file, under the section for Blast Padding, it says:Armor_ChanceArmor_Mitigation I can try it later, but I don't think that's how it will list as an eStat. Edited February 24, 2016 by mccordrm Link to comment Share on other sites More sharing options...
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