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
340 Comments
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.
Grimlock 24 Jul @ 1:35pm 
I guess i am just confused as how this ability editor is working
And so i am asking, and guessing it is working in the main menu options/ mod options?
But then the example giving in the description does look like a texteditor
Boundir  [author] 24 Jul @ 5:37am 
Sorry I don't get the texteditor comparaison ?
Grimlock 24 Jul @ 3:40am 
Thx for the response!
No, i get what you just said my question rather is - how is this Ability Editor different from a texteditor- more user/rookie friendly per se, was the question.
Thank you.
Boundir  [author] 24 Jul @ 3:05am 
Sure. By writing in a config file you can modify (with notepad, vi, or whichever text editor you want) existing abilities (base game, modded).
The mod description contains informations on what can be changed as well as examples on how to write instructions.
On game start the game will read the configuration file and operate changes as instructed. If no instruction is given in the config file then it will have no effect in game.
Grimlock 23 Jul @ 11:48pm 
Im sorry if i dont understand how this mod works.. could you explain?
It seems that its installed and works ingame, but it seems to wotk like notepad?
Does it automatically just find the editable files- but not ingame does it?
ress139 28 May @ 12:26pm 
Works great now! Ty.
Boundir  [author] 27 May @ 9:44am 
Haha page 29 I respect your dedication! Thank you for the kind words!
From what I've gathered the ability is available because its action point cost is 0. Try to make it require 1 AP but let it be a free action. If it's 0 AP then it can be used when you have used your actions.
ress139 27 May @ 8:59am 
First of all, awesome mod. I wanted to give Scanning Protocol more charges and there it is in the examples! Also awesome that you still answer posts after 5 years.
One mini problem though - when I don't use the protocol, the Specialists turn doesn't end, like with the Evac button. I can live without free action, but is there a way to keep it free action and still end the turn after spending all AP (like with lightning hands)? Sorry if this has been asked before, I stopped reading at page 29 (from backwards).
Pete 24 May @ 7:26am 
I was thinking about PrerequisiteAbilities, only issue is some classes have the same abilities I wanted to change, so I held off doing that.

Thanks @Boundir. I'll just use WSR to add the ability to a unique piece of equipment instead.