XCOM 2
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Scaling Skulljack Chance WOTC
   
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2017 年 10 月 14 日 下午 9:41
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Scaling Skulljack Chance WOTC

描述
Changes the normal Skulljack hit chance (not the hacking chance) to scale based on the attacking soldier's Aim stat.

Just a quick and clean edit to skulljack melee attack hit chances. Requested by users of the WOTC Grimy's Loot Mod - PCS Expansion.

This mod was made for WOTC in the WOTC Modbuddy. It may work with the legacy game (pre-WOTC) due to how it was implemented, but if it doesn't, I won't be providing a non-WOTC version.

INI Values
SSC_BASE_CHANCE
Modifies the minimum chance to hit with the skulljack melee attack
Default: 60

SSC_AIM_DIVISOR
The number to divide the soldier's Aim by to get the scaling bonus. For example, if the soldier's Aim is 60, and SSC_AIM_DIVISOR is 3, the bonus to hit from Aim will be 20. Lower numbers provide a higher bonus.
Default: 3

Known Issues
None

Compatibility
Modifies the skulljack and skullmine abilities' ToHitCalc post-creation, so this will be compatible with everything that doesn't modify those two lines of code.
15 条留言
Phoenix 2024 年 5 月 17 日 上午 1:03 
@Nemo Jr. Thanks for the suggestion
Asteyr 2022 年 5 月 1 日 上午 12:35 
Please accept my firstborn as sacrifice to you
XpanD 2021 年 8 月 27 日 上午 7:33 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
Nemo Jr. 2021 年 7 月 9 日 下午 4:04 
Thanks, very useful. I set it up like this so my rookies will have 75% while my colonel rangers & specialists will have 90% (and more with Soldier Development mod).

SSC_BASE_CHANCE=10
SSC_AIM_DIVISOR=1

I'm even considering giving a skulljack to my snipers now, as a last resort "get off my lawn (i.e. rooftop)" measure. Eating the feedback damage might be preferable to getting "bonked" by a Lancer x)
Syro System 2020 年 11 月 25 日 上午 7:11 
Is this safe to add mid campaign? I just found this mod and realized how much I needed it :)
Ginger  [作者] 2017 年 12 月 17 日 下午 1:46 
@pauloel7 Yes. It's listed in the game as an objective item and thus blocks concealment. Has nothing to do with this mod. Would be a different mod to include that fix.
pauloel7 2017 年 12 月 17 日 下午 12:21 
My question relates to a vanila bug, doesn't it? Figured form fall'17 fix notes...
Ginger  [作者] 2017 年 12 月 17 日 上午 11:33 
Use http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1134322341 to modify tags and help with uploading. It's 1000x better than the ModBuddy uploader.

The mod preview image is a jpg in ther root folder of your mod that's called ModPreview.jpg. All other images are set using the Owner Controls on the right side of the mod page.
Dęąth Viper 2017 年 12 月 17 日 上午 11:28 
hey how do you add the picture to the mod preview and the tags?? I cant seem to find it anywhere
pauloel7 2017 年 12 月 12 日 下午 8:57 
Kddos on the mod!

On a related issue, are you aware reapers cannor reconceal (shadow) when carrying a skulljack? Is there a fix for that? The game alleges it is because skulljack would be an "objective item". However, even after skulljacking both the officer and the codex that lame excuse does not go away... please help?