XCOM 2
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Ready Up
   
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2016 年 4 月 6 日 上午 5:16
2016 年 11 月 23 日 上午 1:11
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Ready Up

描述
Ready your weapon, gaining an accuracy bonus on your next shot.

Expend 1 AP to gain a +10 accuracy bonus on your next shot

Does not end turn.

Bonus gained is configurable.
AP Cost is configurable
Ending turn is configurable

Change Log:

2.6 - Added Ready Others ability, (enabled by default) and a little ritz (animation!)

2.5 - Added option to delay the initial decay by a number of turns (default 0)

2.4 - Worked around a bug in the handling of stat changes on units in the core game.

2.3 - Added option to change how many stacks are gained on ability usage, and how many are lost per tick of decay
- Added comments to the configuration file (DNAbilities.ini) to explain usage of config parameters

2.2 - Fixed decay/gain over time issue with the underlying stacking effect framework

2.1 - Fixed an issue during ability assignment where updated gamestate was not being submitted or cleaned up.

2.0 - MASSIVE reworking of ability. I have implemented an entirely new type of persistent effect that can stack, and Ready Up now uses this framework. This means that you can configure it to decay 1 stack per X turns if you want to play with a little more tactical pressure. Configure all costs, max number of stacks, aim per stack etc in the ini file.

ALSO: New custom ability activation sound!

1.3 - Added 'Ready All' ability - all soldiers in the squad will 'Ready Up' if they have a spare AP and do not already have the buff. This ability can be disabled in the config file by setting ENABLE_READYALL to FALSE. Add custom ability icons (they aren't great, but at least they are distinct, right?)

1.2 - Tweaked ability conditions to prevent accidentally using the ability twice when the first buff is still active

1.1 - Fixed event filtering for detection of hostile actions by the soldier after readying up

1.0 - Initial Release
热门讨论 查看全部(2)
8
2017 年 4 月 3 日 上午 2:37
置顶: BUG Reports
/dev/null
0
2016 年 12 月 23 日 上午 1:25
Translations
Kanario97
94 条留言
Slap 2023 年 5 月 29 日 下午 6:38 
Does this even work for anyone?
Rtma Eros Paragon 2020 年 8 月 16 日 上午 10:13 
Nevermind, Wrong Version.
"Hard Tack" Tom 2018 年 2 月 9 日 下午 9:26 
love it!
Kittah Khan 2017 年 10 月 7 日 下午 2:06 
@Dragon32
Aaaand it's back up after a rebuild of the core systems.

@/dev/null
I had to get rid of your custom stacking system, somehow it was causing trouble during mission start on missions after the first, if I had to guess, something is off with the gamestate handling.

I've switched to basic effectstate stacking, using:
[code]
DuplicateResponse=eDupe_Refresh
bStackOnRefresh=true
[/code]
And a simple GetToHitModifiers that uses the iStacks variable on the effect gamestate and caps the total aim bonus.

The stacks condition was also adjusted to use iStacks variable;

This is admittedly less versatile than your custom stacking system, but it has the benefit of working in WOTC.
Dragon32 2017 年 10 月 7 日 上午 9:24 
@Kittah Khan:
Thanks for letting me know.
Kittah Khan 2017 年 10 月 7 日 上午 6:52 
@Dragon32
Yeah, my bad for not seeing this comment.

Despite some tests, it was still crashing, so I took it down.
I'm re-evaluating my approach, I'll probably have to rebuild it instead of using /dev/null's code.

I've been playing around with some stuff, doing a basic version is fairly simple, so I'll do that.
Dragon32 2017 年 10 月 4 日 上午 9:54 
@Kittah Khan:
Were there problems with that build? Its entry's removed or hidden on the Workshop...
Kittah Khan 2017 年 10 月 3 日 上午 11:58 
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1152666397

Here we go, I've tested it some, and it appears to be working as it should.
Kittah Khan 2017 年 10 月 1 日 上午 5:46 
Yeah, definetly, single tactical mission works fine, starting a campaign works fine, but the second mission in a campaign hits a wall during loading, which happens to be when the ui listener kicks in.
Kittah Khan 2017 年 10 月 1 日 上午 5:26 
But I did just encounter a crash on mission load, I think I'll have to change how the ability gets added.