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Or do I have to create a new Template for this?
To make it clear what I have in mind, it would be something like this:
Vektor Rifle equipped by Reapers use default skin
Vektor Rifle equipped by Predators use alternate skin
1. Yes.
2. Not sure what you mean by reward deck, but class decks are set up via class data, yes.
3. Yes.
4. This is all done via class data. There's a guide on the /r/xcom2mods wiki on how it's done.
The Template Master here is used just to set up abilities and stat growth per rank, as the game's own way of doing it is a terrible overcomplicated mess that entirely breaks if you look at it wrong.
1. Do I still need to create an XComClassData file to "add" the new classes to the game?
2. How do we add the class to a reward / forced deck? Or do I have to, again, use the classdata.ini
3. If the above question requires classdata.ini, then I assume I have to assign usable weapons as well?
4. How do you add ability point per level? Or is that also included int he stat syntax?
If the ability is already attached to an item, then it's not necessary.
+GIVE_ABILITIES=(WEAPON_CAT=smg, ABILITY=Suppression)
As well as Plasma,shredstorm, & elerium rockets from iridar's rocket launcher mod. And BSG Gauss/Laser spark weapons from a spark mod I have to find.
All of them instant buys with no cost in engineering at the start of a new game. The Hunter rifles do have the proper costs.
What template config would I need to make them only visible after research.
I am also trying to give smgs the rapid fire ability but it is only visible in the armory and not usable in tactical.
I have tried WSR and template editor with these commands:
+GIVE_ABILITIES=(WEAPON_CAT=smg, ABILITY=RapidFire)
+GIVE_ABILITIES=(WEAPON_CAT=smg, ABILITY=RapidFire2)
+Edit_X2WeaponTemplate = (RDLC = ("ValhallaRifles"), T = "ARES_MJ_CV", P = "Abilities", OP = "AppendNoDup", V = "RapidFire")