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{
local X2AbilityTemplate Template;
local X2Effect_PersistentStatChange PersistentStatChangeEffect;
`CREATE_X2ABILITY_TEMPLATE(Template, 'A115ReapSneak');
Template.AbilitySourceName = 'eAbilitySource_Perk';
Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_NeverShow;
Template.Hostility = eHostility_Neutral;
Template.IconImage = "img:///UILibrary_XPACK_Common.PerkIcons.UIPerk_shadow";
Template.AbilityToHitCalc = default.DeadEye;
Template.AbilityTargetStyle = default.SelfTarget;
Template.bIsPassive = true;
Template.AbilityTriggers.AddItem(default.UnitPostBeginPlayTrigger);
// Bonus to DetectionRange stat effects
PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange';
PersistentStatChangeEffect.BuildPersistentEffect(1, true, false);
PersistentStatChangeEffect.AddPersistentStatChange(eStat_DetectionModifier, 0.45f);
PersistentStatChangeEffect.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage, true,,Template.AbilitySourceName);
Template.AddTargetEffect(PersistentStatChangeEffect);
Template.BuildNewGameStateFn = TypicalAbility_BuildGameState;
return Template;
}
This is the new code which reduces the detection radius. Its no longer configure-able. That could be the only thing that I could see being a potential issue.