XCOM 2
[Deprecated] New Promotion Screen by Default
 此主题已被置顶,因此可能具有重要性
Tzarnal - MoonWolf  [开发者] 2017 年 9 月 2 日 上午 6:40
For Mod Authors: Custom Classes
By default this mod looks at the ability data for your class, it assumes the amount of rankup abilities is equal to the highest abilities it encounter is in a non Squady rank. The Squaddy rank is ignored because you get all its perks for free.

If its 4 but you have bAllowAWCAbilities set to true it assumes you want 3.

If that behaviour is not what you need then New Promotion Screen by Default has a few options that enable more flexibility when making custom classes.

You can change the amount of abilities the game considers rankup abilities. The standard XCom classes effectively have 2 per rank but after LW2 custom classes tend to have 3.

Additionally you can override the normal AP cost of abilities with specific costs for that class.

Step 1 - Add a XComPromotionUIMod.ini to your mods Config directory

Add an empty XComPromotionUIMod.ini to your mod. And add the [NewPromotionScreenbyDefault.NPSBDP_UIArmory_PromotionHero] section header.

Step 2 - Add an AbilitiesPerRank entry

+ClassAbilitiesPerRank = (ClassName=ExampleClassName, AbilitiesPerRank=3)

The ClassName should be the name of your class in the Template. So for
[AwesomeSoldier X2SoldierClassTemplate] the name would be AwesomeSoldier
for [Ranger X2SoldierClassTemplate] it would be Ranger.

Abilities per rank is effectively 2 for default classes. 3 for Long War 2 style, 4 is possible if you want to use all rows and don't intend to use AWC abilities.

So using the Adept Class as an example

+ClassAbilitiesPerRank = (ClassName=RM_Biotic, AbilitiesPerRank=3)

Faction Hero AP style
If you'd prefer your class to spend AP like a Faction Hero would you can set AbilitiesPerRank to 0. Note this only covers letting you spend AP. It does not give you more AP to spend.

This may have unforeseen consequences so use with care.

Override Ability Costs

+ClassCustomAbilityCost= (ClassName=CustomClassName, AbilityName=CustomAbilityName, AbilityCost=5)

Continuing to use RealityMachina's Adept class as an example. If you want the Reave ability to cost 5 instead of its normal amount:

+ClassCustomAbilityCost= (ClassName=RM_Biotic, AbilityName=RM_Reave, AbilityCost=5)

And if you feel like Rangers should really pay even more for Rapid Fire

+ClassCustomAbilityCost= (ClassName=Ranger, AbilityName=RapidFire, AbilityCost=30)


Step 3 - You're already finished
Upload it, make sure you have this mod in your load order and it should just work.
最后由 Tzarnal - MoonWolf 编辑于; 2017 年 9 月 2 日 上午 9:47
< >
正在显示第 1 - 2 条,共 2 条留言
Terradive 2017 年 11 月 16 日 下午 5:46 
Has anyone been successful in ading more than 4 ranks per class and scrolling?
initium 2019 年 4 月 17 日 下午 5:27 
@ethanstout2008
A really late answer, but in the event that anyone else looks - the answer is yes.
It was awful and I abandoned that experiment.
Simply put if you add multiple rows beyond the 4 that can be displayed you get a scroll bar that appears at the right of the display window. It works but honestly it's not worth the hassle of scrolling to see other abilities. Your soldier class is probably OP too.
< >
正在显示第 1 - 2 条,共 2 条留言
每页显示数: 1530 50