nobody4422 Posted February 26, 2013 Share Posted February 26, 2013 (edited) Reading other threads has inspired me to look into removing the ToHit and Critical percentages from the tactical HUD from combat. It seems like it would make it a bit more interesting if you really didn't know your exact percentages. Looking around I foundFile: XComGame.upkClass: UITacticalHUD_InfoPanelFunction: Update There seems to be a few places I can make the change if(iCriticalChance > 0) //Could change 0 to 200 and it will bounce to the else { // End:0x358 Loop:False if(kInfo.arrCritBonusStrings.Length > 0) { } // End:0x358 else { } // End:0x3e9 Loop:False if(kFireAction != none && (kFireAction.m_kShot != none) && (kFireAction.m_kShot.ShouldShowCritPercentage())) { SetCriticalChance(m_sCriticalLabel, string(iCriticalChance) $ "%"); //Could change iCriticalChance to "XX" } } // End:0x47d else { // End:0x47d Loop:False if(kFireAction != none && (kFireAction.m_kShot != none) && (kFireAction.m_kShot.ShouldShowCritPercentage())) { SetCriticalChance(m_sCriticalLabel, string(iNoCriticalChance) $ "%"); } } I could also try to find where iCriticalChance is set after definition, but this is proving a bit more difficult. Similar steps could be taken with the Hit Chance section. The problem is I don't know how to identify these sections of code in the hex editor. Any assistance would be appreciated. Edited February 26, 2013 by nobody4422 Link to comment Share on other sites More sharing options...
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