XCOM 2
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[WOTC] Proficiency Reaper HUD Plugin
   
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2021 年 8 月 28 日 上午 10:01
2021 年 12 月 27 日 上午 5:54
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[WOTC] Proficiency Reaper HUD Plugin

在 Veehementia 的 1 个合集中
[WOTC] Veehementia's Mods and Ports
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DESCRIPTION

Hello there!

I absolutely love Shiremct's [WOTC] Proficiency Class Plugin: Reaper mod, but I always lamented the loss of the Reaper's dedicated Shadow UI, post processing effect, and dedicated Concealment animations. So I went and made this mod, aiming to not only bring back the original UI (and all that follows with it) but to also adapt it to work better with Shiremct's new Reaper mechanics, and also make it work with the newly added Reaper Agents.

Since base-game Shadow used a random chance to determine whether or not your Reaper was going to stay concealed, all the UI needed to display was just your reveal chance in relation to the shots you fired. Shiremct's rework instead bases the Reaper's concealment strenght on his Shadow Stacks mechanic and introduces Shadow Killer at Squaddie rank, making possible for the Reaper to shoot and stay concealed without waiting to rank up enough.

So now the probability shown at the top of the screen will reflect your chances to stay concealed (and thus of killing your enemy with that shot) in relation to your current Shadow Stacks, your possible damage output, and your crit chance. Specifically, always assuming an hit:
  • If your current stacks are less or equal than the ones required to take the shot, the shown chance will always be 100, given that regardless of you killing the target or not, you will still be revealed.
  • If you have enough stacks and less than 100 critcal chance, the shown chance to stay concealed will be based on your damage versus the current target's health, also taking note of armor and armor pierce. For example, the Vektor Rifle deals 3-4 damage and an ADVENT Trooper has 4 health with no armor, the probability to stay concealed (and thus killing the target with one shot) will be 50%.
  • If you have enough stacks and equal or more than 100 critcal chance, your total critical damage will be considered in the calculations, adjusting the shown chance accordingly.
  • All this applies to both Primary and Secondary weapon shots.
  • If the Reaper has the Undermine ability, so long as he possesses enough Shadow Stacks, all Pistol shots will list a 0% chance of being revealed.
Remember: ALL SHOWN CHANCES ARE ASSUMING AN HIT AND DO NOT FACTOR HIT CHANCE INTO THE CALCULATIONS.

COMPATIBILITIES AND ISSUES
  • Running this mod without [WOTC] Proficiency Class Plugin: Reaper will cause your game to crash on start. You have been warned.
  • There is no "rolling chance" animation once taken the shot, as opposed to the vanilla Reaper's HUD. Not an "issue" per se, as you already know if you're going to be revealed or not before you get to that animation, but still, if you expected it to be there, it's not a bug, it's just not included.
  • Due to the particular nature of the PlusOne damage setting, some Pistol chances might not be accurate (especially the Beam Pistol's). I'll try to fix it ASAP, but I'm nowhere near good enough at math to do so in a timely manner.
  • [WOTC] EU Aim Rolls is NOT an hard requirement, but this mod assumes you have it and as such treats hit roll and crit roll as two separate rolls. If you don't want to install it, keep in mind that in vanilla, if your crit chance is above or equal to your hit chance, your attack will crit if it connects.
  • Entering "over the shoulder" aim mode and then immediately firing without letting the camera catch up will cause the post processing effect to get stuck on the screen even when selecting other units. No functional issues, merely graphical one. It will clean up itself after a turn or two, or alternatively, you can reload your saved game.

SPECIAL THANKS
  • Iridar, who, with his otherwordly patience, has taught me much, if not all, of what I know.
  • Robojumper for assisisting me with the Reaper's Post Processing effect and for his Post Process Status Effects mod, which code I slightly adapted and used for this project.
  • And of course Shiremct for creating the [WOTC] Proficiency Class Plugin: Reaper mod in the first place and for creating the mod preview image!
45 条留言
DaViper 3 月 7 日 上午 6:55 
Add me to the 'does it work now properly with LW Aim rolls? I need LW aim for other stuff (and I prefer the graze band set up/config as well.).
Epic Dovahkiin 1 月 20 日 下午 3:21 
i stopped putting it on and had zero issues so long as i let the animation finish
Epic Dovahkiin 1 月 20 日 下午 3:20 
are you using tactical suppressors? because for some reason that will cause it to get stuck 100% of the time if you put a suppressor on your rifle
bidiguilo 2024 年 12 月 21 日 下午 3:46 
@Elronhir have you actually used this mod? The glitch happens every time with consistency.
Elronhir 2024 年 11 月 20 日 上午 10:59 
The visual glitch only happens when you exit from aiming without letting the animation finish like the author says, and it can be removed just by aiming with the vektor rifle.
Bir Dilim Ekmek 2024 年 7 月 22 日 下午 4:02 
dont play ironman with this mod. i lost my save for a bug
Flamboyant Scarf Boi 2024 年 6 月 10 日 下午 9:16 
like what the mod does, shame about the scope effect glitch tho. just breaks the flow for me
Kinsect 2024 年 5 月 7 日 下午 4:40 
does this still work with LWOTC rolls?
RustyDios 2024 年 4 月 24 日 上午 5:40 
2587416666

All mod ID's can be found by looking at the address bar at the top of the page, either on steam on in your browser. (or by clicking the share button)

The string of digits at the end will be the mod ID folder in your steam workshop folders :)
SGAMEZ 2024 年 4 月 24 日 上午 1:20 
what is the mod id?