XCOM 2
[WOTC] Ability Editor
Reiyn Jul 13, 2019 @ 7:10pm
Mini Starter Guide
Start by specifying an ability that you want to edit.

+Abilities = (AbilityName=CombatProtocol,

the text after AbilityName= is the backend name for the skill, to find these you can look in the localisation ini files.

From there you can edit AP cost, cooldown, charges, ammo cost, keep charges on miss, whether the skill ends the turn or is free, add a joint skill that can stop this skill from ending the turn or adds additional charges to this skill. You can add these in by placing a , after each.

--- Example 1; Original, Combat Protocol has a cooldown of 3 turns and ends the soldier's turn

+Abilities = (AbilityName=CombatProtocol, Cooldown=3, EndsTurn=true)


--- Example 2; Combat Protocol is now charge based and has 4 charges with a cooldown of 3 turns and ends the soldier's turn

+Abilities = (AbilityName=CombatProtocol, Cooldown=3, Charges=4, EndsTurn=true)


--- Example 3; Combat Protocol is the same as before but now having the Threat Assessment skill adds 3 additional charges

+Abilities = (AbilityName=CombatProtocol, Cooldown=3, Charges=4, EndsTurn=true, BonusChargeWith[0]=(BonusAbilityName=ThreatAssessment, NumBonusCharges=3) )


--- Example 4; Combat Protocol is the same as before but now having the capacitor discharge skill stops it from ending the soldier's turn.

+Abilities = (AbilityName=CombatProtocol, Cooldown=3, Charges=4, EndsTurn=true, DoNotConsumeAllActionsWith[0]=CapacitorDischarge, BonusChargeWith[0]=(BonusAbilityName=ThreatAssessment, NumBonusCharges=3) )

I hope this helps :D

I believe I've written it correctly someone please correct me if I've gotten anything wrong.
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Showing 1-2 of 2 comments
Zigg Price Jul 15, 2019 @ 4:06pm 
This was really interesting to read. It opens up a lot of really interesting functionality. I have always thought of ways to make the skills tie to one another a bit more. Lowering cooldowns of psi powers if you have corresponding, higher level powers, and such. Very cool.

Thanks for the breakdown. :)
Samuraikan187 Dec 3, 2022 @ 5:44pm 
This is really helpful. I am not super adept at modding & this mod has been difficult for me to figure out.

All I want to do with this mod is make the following abilities have 6 charges & no cooldown so I can use them on every turn:

;LaunchPlasmaGrenade, AidProtocol, GremlinHeal, GremlinStabalize, RevivalProtocol, Restoration, Bombard, PlasmaBlaster, Shadow, Sting, Banish, RemoteStart, HomingMine, Claymore(Shrapnel), DeadEye, ThrowAxe, HailofBullets, Conceal, RapidFire, Wraith, SkullJack, SkullMine

I have the ability editor ini file at this location:

D:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1789085465\Config



I open it with notepad++ & here is an example of the code I am trying to use:

+Abilities = (AbilityName=Restoration, Cooldown=0, Charges=6, FreeAction=true)



But no changes to any ability happen in the game.

Can you see what I am doing wrong?

I think I may not be using the right backend names. Where are the localization files that ID those backend or ini ability names?

Thanks Man
Last edited by Samuraikan187; Dec 3, 2022 @ 5:45pm
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