XCOM 2
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[WOTC] Ability Editor
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2 Jul, 2019 @ 5:56am
12 Oct, 2022 @ 1:58pm
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[WOTC] Ability Editor

In 1 collection by Boundir
Make Your Own Game
26 items
Description
Description

This mod allows you to modify any ability (vanilla and modded ones).
You will be able to change cooldowns, charges, action cost and other.

Variables

AbilityName - String
Required - Name of the ability being modified

Cooldown - Integer
Optional - Number of turns between two uses

APCost - Integer
Optional - Number of action it will take

EndsTurn - Bool
Optional - Should this ability end your turn?

FreeAction - Bool
Optional - Should this ability cost an action?

FocusAmount - Integer
Optional - Number of focus it will take

ConsumeAllFocus - Bool
Optional - Should this ability require all you focus?

GhostOnlyCost - Bool
Optional - Should this ability cost focus for Ghost only?

DoNotConsumeAllActionsWith - Array (string)
Optional - If the ability owner has any of these abilities, the ability will not consume all points if EndsTurn was set to true. (e.g. Salvo)

AmmoCost - Integer
Optional - Number of ammo needed (e.g. HailOfBullets:3, ThrowGrenade:1 etc..)

Charges - Integer
Optional - Number of usage granted

KeepChargeOnMiss - Bool
Optional - Recover your charge if the ability misses (e.g. Domination)

ConsumeItem - Bool
Optional - Will consume the item granting this ability.

SharedAbilityCharges - Array (string)
Optional - Abilities which should all have their charges deducted as well (e.g. Skulljack & Skullmine).

AddAbility - Array (string)
Optional - When a unit is granted this ability, it will be granted all of these abilities as well.

OverrideAbilities - Array (string)
Optional - Getting one of those abilities will override the original ability.

PrerequisiteAbilities - Array (string)
Optional - Ability required to unlock current ability.

BonusChargeWith - Array
  • BonusAbilityName - String - Name of the ability granting extra charges.
  • NumBonusCharges - Integer - Number of bonus charge to add.
Optional - Abilities which should grant extra charges.

SharedCooldowns - Array
  • AbilityName - String - Name of the ability getting a cooldown.
  • NumTurns - Integer - Number of turns before use.
Optional - Abilities which will get a cooldown.

ItemSlot - String
Optional - For abilities that require an item but are not sourced from one, specifies a default slot to use.
Accepted values:
  • Unknown
  • PrimaryWeapon
  • SecondaryWeapon
  • HeavyWeapon

RetainConcealment - String
Optional - Determine if the unit can remain concealed after the ability is activated
Accepted values:
  • NonOffensive - Always retain Concealment if the Hostility != Offensive (default behavior)
  • Always - Always retain Concealment, period
  • Never - Never retain Concealment, period
  • KillShot - Retain concealment when killing a single (primary) target
  • Miss - Retain concealment when the ability misses
  • MissOrKillShot - Retain concealment when the ability misses or when killing a single (primary) target
  • AlwaysEvenWithObjective - Always retain Concealment, even if the target is an objective


Usage

Can be used by other mods to modify existing abilitiy templates by adding XComAbilityEditor.ini to the mod config.
Can be used by anyone willing to tweak his game even more.

Examples:
[AbilityEditor.OPTC_Abilities] ;This will replace Combat Protocol charges to 3 turns cooldown ;+Abilities = (AbilityName=CombatProtocol, Cooldown=3, EndsTurn=true) ; This will allow Ranger to have an action after Slash ;+Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster) ; Gives 9 charges of Scanning Protocol, is a free action and can be used every two turns ;+Abilities = (AbilityName=ScanningProtocol, Cooldown=2, Charges=9, FreeAction=true) ; Restoration grants 3 extra charges of Heals ;+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3) )

Compatibility
It should be compatible with everything.
Changes are taken into account if using [WOTC] Cost-Based Ability Colors

Note
I did not focus on damages because they are mainly editable from ini files.

Troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
Popular Discussions View All (6)
25
4 Dec, 2022 @ 2:43pm
How to Use Mod
Samuraikan187
43
4 May, 2023 @ 4:21pm
Some questions on the use of mod.
Figaround
36
28 Jul, 2023 @ 9:46pm
PINNED: Share your ideas
Boundir
349 Comments
IKEXSOREN 5EVER 5 Oct @ 12:53am 
Thank you, that did it.
Boundir  [author] 4 Oct @ 2:36am 
It's [0] for arrays not (0). Could it be it ?
IKEXSOREN 5EVER 4 Oct @ 1:49am 
can't seem to get sharedcooldowns working?

SharedCooldowns(0)=(AbilityName=IntrusionProtocol, NumTurns=1)

as an example
puyuxiang 27 Aug @ 11:59pm 
Ability Editor
Ability to directly add capabilities, rather than modify them?
Boundir  [author] 24 Aug @ 10:55am 
Do you mean AddAbility or you're talking about something else ?
If it's the latter it's not covered.
puyuxiang 24 Aug @ 9:02am 
Ability to directly add capabilities, rather than modify them?
Boundir  [author] 20 Aug @ 3:29pm 
Here I read Holotargeter cost 1 action and ends the turn.
It's me | #FixTF2 #SaveTF2 20 Aug @ 10:11am 
Hello. Will it be enough that Holotargeter did not complete the turn?
+Abilities = (AbilityName=holotargeter, APCost=1, EndsTurn=true)
Boundir  [author] 24 Jul @ 3:07pm 
Oh ok I understand now. Yes it's file editing. I can't even start to imagine how much work ingame options would look like for this mod.