XCOM 2
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[WOTC] Ability Editor
   
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Jul 2, 2019 @ 5:56am
Oct 12, 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
Dec 4, 2022 @ 2:43pm
How to Use Mod
Samuraikan187
43
May 4, 2023 @ 4:21pm
Some questions on the use of mod.
Figaround
36
Jul 28, 2023 @ 9:46pm
PINNED: Share your ideas
Boundir
334 Comments
ress139 May 28 @ 12:26pm 
Works great now! Ty.
Boundir  [author] May 27 @ 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 May 27 @ 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 May 24 @ 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.
Boundir  [author] May 24 @ 2:54am 
Hello @Pete, there is PrerequisiteAbilities that can help but it will affect the ability everywhere. Otherwise it would require to clone the ability or specific development.
Pete May 24 @ 12:28am 
Hi @Boundir, great mod, had it for some time now. Is it possible to modify the add ability function so that when you have two or more abilities, you get the specified bonus as well?

Normally you can just add Salvo to say, Heavy Ordnance. Is it possible to add Salvo as a bonus only after you have Heavy Ordnance AND Holotargeting, for instance? Basically the opposite of adding multiple abilities to one ability, I want to add one ability after unlocking multiple abilities at once.
riphimfromhisfuckingthrone May 14 @ 6:25am 
I got it working years ago, and now I've been beating my head against my desk trying to remember how to replicate the effect. Thanks for giving me a direction to try though.
Boundir  [author] May 14 @ 1:25am 
No. It's a weapon template parameter that dictates the infinite ammo. I may have it available in the Item Editor mod. Otherwise look for Template Master and the likes.
riphimfromhisfuckingthrone May 13 @ 6:37pm 
Is there a way to use this so that sidearms and secondary pistols have limited ammo?
Johrdan720 Apr 27 @ 5:05am 
i never managed to make the conceal rule AlwaysEvenWithObjective work