XCOM 2
[WOTC] Ability Editor
420 Comments
呕泥浆 Aug 14 @ 2:47am 
@RambelZambel
thank you,I'll give it a try
RambelZambel Aug 14 @ 12:48am 
that you do with another mod, " [WOTC] Repurpose Abilities" you need for this
呕泥浆 Aug 13 @ 3:42pm 
Hello, if I want to apply a certain skill to a specific weapon, such as the Victor rifle, I would like to change it to also apply to sniper rifles. How should I write it?
Daddy Takeda Jul 12 @ 12:04pm 
Thank you for your reply! :KneelingBow:
Boundir  [author] Jul 12 @ 9:50am 
Console command SetMaxFocus or XComGameData_SoldierSkills.ini

[XComGame.XComGameState_Effect_TemplarFocus]
StartingMaxFocus=2
Daddy Takeda Jul 12 @ 8:38am 
How would I go about adding another max focus to the templar (instead of 3 max, it would be 4)?
Daddy Takeda Jul 9 @ 6:24am 
So, I can modify any perks added by other perks pack, like for example if an ability is a free action, even though in their own mod they didn't made it possible for us to edit that value in their ini files?
Joker_Newbee Jun 22 @ 8:50am 
Can you implement support for this mod?
Commander HUD
This will be really cool!
Daddy Kaneki May 18 @ 3:43am 
I want to mod Reckoning to make Ripjack attacks cause the Rupture debuff and add 3 points of shield to the Skirmisher.

I don't see these in your variables. Can you help?
The_Radler May 15 @ 6:01pm 
Is it possible to use this mod to change the animation of the Soul Storm ability from LWOTC? I love the ability, but i'm not a fan of the animation. I think the animation of Psionic Bomb might be better, or even just regular void rift.
Sest May 9 @ 5:12am 
Thanks for the quick reply,
So this is what I ended up with in the XComAbilityEditor.ini of your mod:
+Abilities = (AbilityName=IRI_Rider_MassIntercept, APCost=0, Cooldown=3, EndsTurn=False)

The result: it still ended my turn and removed all of the soldier's AP when used.

I made sure to delete XComAbilityEditor.ini in the skill's own config folder.
Boundir  [author] May 9 @ 1:39am 
DoNotConsumeAllActionsWith is not needed and it should be used for abilities not soldier classes.
The rest seem ok except for the closing parenthesis. Why are there two closing and one opening?
Finally it's better to have it in one place only to avoid complications. You can use a local mod instead. I made a template here https://github.com/boundir/XCOM-2-local-mod-template
Sest May 8 @ 8:51pm 
I need help:
This is what I wrote:
+Abilities = (AbilityName=IRI_Rider_MassIntercept, APCost=1, Cooldown=4, EndsTurn=false, DoNotConsumeAllActionsWith[0]=UniversalSoldier) )

It seems to be able to locate it correctly, as now the skill has CD of 4 and appears blue,
But using it still ends the turn. How do I fix this?
I edited XComAbilityEditor.ini in both your mod and also add it to Stormrider's config folder.
Sest May 8 @ 7:58pm 
How to allow abilities to give concealment on kill?
I only see retain.
dlacjdgh2007 Apr 18 @ 6:06am 
i want use "moving only ap" cost
Can you please add more?
CyniksteR Apr 6 @ 4:57pm 
@Boundir, I feel embarrassed to admit this, but I use Iridar's WSR and had completely overlooked its functionality to edit the UI images of items and abilities. The mod's documentation even says to use your mods to edit everything else.
I'm sorry for bugging you yet again, just wanted you to know!
RambelZambel Mar 30 @ 10:35am 
thx a lot
Boundir  [author] Mar 30 @ 9:30am 
+Abilities = (AbilityName=F_ReadyForAnything, AddAbility[0]=ShadowOps_ReadyForAnything )
or
+Abilities = (AbilityName=F_ReadyForAnything, AddAbility=(ShadowOps_ReadyForAnything) )
RambelZambel Mar 30 @ 9:22am 
+Abilities = (AbilityName=F_ReadyForAnything, AddAbility[0]=(AbilityName=ShadowOps_ReadyForAnything) )

has it to look like this?
Boundir  [author] Mar 24 @ 9:25am 
Thank you @CyniksteR !
I unfortunately don't have time to do more at the moment. I was working on an overhaul of the mod but got caught up with life. I hope I can find time to do all the things I wanted at one point!
CyniksteR Mar 23 @ 9:06pm 
@Boundir, would it be possible to add functionality for swapping an ability's icon? Currently I am using your Create Custom Abilities: Immunities and this mod together to achieve the effect, but if the process could be streamlined into only this mod, that would be excellent

Either way, thank you for all the work you've done throughout the years.
RambelZambel Mar 19 @ 9:18am 
can someone pls show me how "AddAbility" has to look like?
vinistrifezza Feb 24 @ 12:42pm 
Does anyone know how to make the mimic beacon a free action to be used?
Wrath Jan 30 @ 2:10pm 
Can this mod edit native traits? The ones gotten at the graduation from squaddie, in the Origins template of RPGO?
vinistrifezza Jan 30 @ 9:37am 
Does anyone have any tips on how to make a skill work in conjunction with another...
I'll explain what I want to do:
I use the chosen weapons mod for sparks, and I want the weapons to deal radial damage... to do this, I think I'll use another perk that makes a shot deal explosive damage (I saw this in one of the perks in the Mitzuruti perk pack).
The idea is: shoot normally with the weapon and activate the explosive damage perk at the same time... like the Templar with Arcwave, which when using Rend, automatically activates Arcwave
Perhaps the solution would be to replace the weapon's shooting ability with the perk mentioned in the Mitzuruti pack, but with zero cooldown. However, I believe that this wouldn't work for perks like Rapid Fire, Death from Above, Serial, In the Zone... I don't believe that using the explosive damage perk would work with these other perks.
vinistrifezza Jan 30 @ 9:15am 
@Lebowskichild
when you have momentum, you either move or activate parry
the game only allows one of them
my idea is to be able to move and activate parry, during momentum
Lebowskichild Jan 29 @ 12:11pm 
@vinistrifezza, momentum gives a free 1 action point for movement only. If you set Parry to require an AP cost of 1 then after using your momentum you will have no AP left to use Parry.

I may be incorrect, but I believe you could use Parry first and then still use Momentum to move?
vinistrifezza Jan 29 @ 10:21am 
Hello everyone... has anyone managed to change the way the templar's momentum works?
I have an idea of ​​making the templar's parry as a free action, so that I can use the momentum to move and then still use the parry... yes, I want to be very safe... and yes, my campaign is pretty wild XDXD

I tried to make the parry as a quick action without ending the turn, however, it didn't work... when I move the templar with momentum, the turn ends
I tried this:

;Parry
+Abilities = (AbilityName=Parry, APCost=1, FreeAction=True)

however, I WILL TEST these 2:
;Parry
+Abilities = (AbilityName=Parry, APCost=1, FreeAction=True)
;Momentum
+Abilities = (AbilityName=Momentum, APCost=1, FreeAction=True)

give your opinions and thanks :D
vinistrifezza Jan 27 @ 12:33pm 
wow master... really really thank you... this works perfectly!!!
this is the best mod by farr XDXD
Boundir  [author] Jan 27 @ 12:04pm 
Banish is SoulReaper I believe. I don't know about the mod regarding critical hits. It depends on how it does its thing.

For ThrowClaymore, ThrowShrapnel or HomingMine you need to remove the charge and set them as free action.
Probably something like this should do:
+Abilities = (AbilityName="ThrowClaymore", APCost=1, FreeAction=True)
+Abilities = (AbilityName="ThrowShrapnel", APCost=1, FreeAction=True)
+Abilities = (AbilityName="HomingMine", APCost=1, FreeAction=True)
vinistrifezza Jan 27 @ 10:18am 
well... with this modifications, the only one that works fine, is the sting modification
the other ones dont works :(
vinistrifezza Jan 27 @ 9:38am 
And finally, the question that remained at the end is whether to transform the Banish skill into a skill with a cooldown (4 turns), I just add this:
+Abilities = (AbilityName=Banish, Cooldown=4, APCost=1, EndsTurn=True)

Also, I use a mod that allows me to critically hit with Banish... will this modification I made with the Ability Editor replace the mod that allows Banish to critically hit?

Sorry for the questions and I really appreciate your work and patience with this mod and with us :D
vinistrifezza Jan 27 @ 9:38am 
Hey master... this mod is amazing, wonderful!! :D

I have some questions about it.
I wanted the reaper's sting ability to be a free action, and for it to have a one-turn cooldown. So, is this the line to be added?
+Abilities = (AbilityName=Sting, Cooldown=1, EndsTurn=False)

The other question I have is that I wanted the claymore and homing mine throwing abilities to be free actions, but in a way that I could throw as many as I wanted in a single turn... (throw 10 claymores, for example, without losing my turn, because I wanted to be able to explode them in the same turn). Would this be the line to be added to the file?

+Abilities = (AbilityName="ThrowClaymore", Cooldown=0, EndsTurn=False)
+Abilities = (AbilityName="HomingMine", Cooldown=0, EndsTurn=False)
Boundir  [author] Jan 9 @ 10:53am 
AddAbility should be enough I believe
Dęąth Viper Jan 8 @ 10:56am 
okay, final request and its a doozy, but can you add an easier way to add in a "passive" ability to another ability? For example, if I have "Double Sword Slash", and want to add a passive called "Sword Mark" which makes a melee attack mark targets.

Essentially, I want to create a way to add abilities to skills without scripting and overwriting them, to add compatibility amongst different mods, Like, say, biotic and psi operative.
Lebowskichild Dec 30, 2024 @ 8:51am 
Thank you for the info @Boundir.
Boundir  [author] Dec 30, 2024 @ 4:06am 
At the moment it resets cooldown and charges iirc. So you need to set them back.
Lebowskichild Dec 30, 2024 @ 1:19am 
Hi @Boundir.

Could you tell me, if I only want to change the EndsTurn of the ThrowAxe ability, can I use only this line and it NOT affect any other changes, especially from other mods?

+Abilities = (AbilityName=ThrowAxe, EndsTurn=False)
Dęąth Viper Dec 22, 2024 @ 12:39pm 
THanks. I got it figured out!
Boundir  [author] Dec 22, 2024 @ 12:35pm 
You can modify Run&Gun to also modify stats or create an ability to trigger when Run&Gun is active.
Dęąth Viper Dec 21, 2024 @ 3:30pm 
The only way I can think of is to recreate the ability and add in the perks you want it to affect... that would overwrite the original though. And if you create the same one with a template ability template name then the ones that affect it would also have to be rewritten /cry

What other ways are you thinking of??
Boundir  [author] Dec 21, 2024 @ 3:25pm 
There are multiple ways to do that but none that I know without internal code.
Itchyfro23 Dec 21, 2024 @ 10:45am 
Ty
Dęąth Viper Dec 21, 2024 @ 10:44am 
Last question, can we use this to have an ability activate another passive ability once activated? For example: If ability "A" activate, then if you have ability "B" then it also triggers its passive?
Basically I want my run and gun to activate another passive to increase crit chance. I could script it but really trying to avoid making "new" skills
Boundir  [author] Dec 21, 2024 @ 5:17am 
It doesn't exist. You can imagine a workaround using XComClassData.ini to control the rank.
For specifics you will need to do some code though
Dęąth Viper Dec 21, 2024 @ 12:35am 
Is there an option to "unlock" an ability based on rank / tech level? I didn't see one.
Boundir  [author] Nov 28, 2024 @ 3:37am 
Depends on the abilities. Each are free to do their own things so I can't tell just like that
´EE`∞EternaL Nov 27, 2024 @ 4:29pm 
so that could be modified in the games ini-files?
Boundir  [author] Nov 27, 2024 @ 3:37pm 
Damage are often in config and are mostly handled by effects inside an ability. Effects are not covered by the mod
´EE`∞EternaL Nov 27, 2024 @ 12:58pm 
can the Damage of the abilities also be modified?