XCOM 2
Lifetime Stats
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Kosmo  [开发者] 2016 年 7 月 4 日 上午 11:28
Tracking for Custom Classes / INI Tweaks
Some helpful users over at the NexusMods comment section for LifetimeStats have come up with some INI tweaks for a few of the custom class mods. I think it would be worthwhile to open up a discussion here so that you can all share your INI tweaks.

You can view the original discussion here: http://www.nexusmods.com/xcom2/mods/416/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fcomments%2F%3Fmod_id%3D416%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3853400&pUp=1

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正在显示第 1 - 15 条,共 16 条留言
Kosmo  [开发者] 2016 年 7 月 4 日 上午 11:29 
I'll start it off by reposting the content from NexusMods:
========================================
Dragon32 posted:
========================================

For some custom class mods I have I grabbed these ability names from their respective localisation files, you should be able to do something similar with the custom classes you use:

;Lucubration's Infantry abilities
.basicShotAbilities="CripplingShot"
.basicShotAbilities="StaggeringShot"
.basicShotAbilities="ZoneOfControlShot"
.basicShotAbilities="FireForEffect"

;Lucubrations Sniper abilities
.basicShotAbilities="Lucu_Sniper_SniperRifleShot"
.basicShotAbilities="Lucu_Sniper_PrecisionShot"
.basicShotAbilities="Lucu_Sniper_FollowUpShot"
.basicShotAbilities="Lucu_Sniper_SabotRoundDamage"

;Escalation classes
;common
.moveShotAbilities="Beags_Escalation_SwordSliceNoCharge"
.moveShotAbilities="Beags_Escalation_LightningHandsSword"
.basicShotAbilities="Beags_Escalation_PistolStandardShot"
.basicShotAbilities="Beags_Escalation_LightningHandsPistol"
.basicShotAbilities="Beags_Escalation_Flush"

;gunner
.basicShotAbilities="Beags_Escalation_IronCurtain"

;Grenadier and Gunner Class Separation
.basicShotAbilities="GunnerBulletStorm"
.basicShotAbilities="GunnerFlush"
最后由 Kosmo 编辑于; 2016 年 7 月 4 日 下午 4:55
Kosmo  [开发者] 2016 年 7 月 4 日 上午 11:30 
================================
xxapollo posted:
================================

Here is what I came up with for Arcky's Trooper class and Isms Rogue class (for anyone who has these and wants them included in LifetimeStats) I've not yet tested this and I'm not sure if all skills are included, but it's a start.


;rogue abilities
.basicShotAbilities="ConcussiveShot"
.basicShotAbilities="RogueSap"
.basicShotAbilities="RogueAmbushShot"
.basicShotAbilities="eadeye2"
.basicShotAbilities="ConcussiveShot2"
.basicShotAbilities="IsmsNBK"
.basicShotAbilities="RogueAndGun"
.basicShotAbilities="Faceoff2"

;trooper abilities
.basicShotAbilities="JackLethalShot"
.basicShotAbilities="JackTrueShot"
.basicShotAbilities="JackDeathSentence"
.basicShotAbilities="JackPiercingBarrage"
Kosmo  [开发者] 2016 年 7 月 4 日 上午 11:36 
To anyone else looking to add to this list, the best advice I can give is that the name of the ability you put here needs to be the name of the ability as seen by the AbilityActivated trigger. I know that is not the most useful help-- unfortunately its the truth.

What I mean by this, is that occasionally the expected ability name (based on what is shown in the UI or class name) is not necessarily the name of the ability which is triggered. If people want, I could add a field to the INI to help you guys debug new abilities that let you see which abilities have been triggered (and in what quantity) to the stats window.

This would let you 'debug' mods, and see which triggers get sent and what their actual names are.

Thanks for continuing to use the mod!
Dragon32 2016 年 7 月 4 日 下午 12:16 
That "debug" option would be great, particularly if it wrote to one of the log files (ideally the combat log as it's tiny :) ) for easy copy & paste.

Couple more I've got for the Old War Abilities mod:
;Old War Abilities
.basicShotAbilities="OWA_Flush"
.basicShotAbilities="OWA_DisablingShot"

And the Beatdown Skill:
;Beatdown Skill
.moveShotAbilities="GunSmack"
Blooest 2017 年 1 月 24 日 下午 12:59 
I've started a new LW2 campaign with the logging option enabled.
Here's what I've got so far.

;LW2
;Shinobi
.moveShotAbilities="SwordSlice_LW"
;Gunner
.basicShotAbilities="SuppressionShot_LW"
.basicShotAbilities="AreaSuppressionShot_LW"
;Ranger
.basicShotAbilities="LightEmUp"
.basicShotAbilities="WalkFire"
;Sharpshooter
.basicShotAbilities="SnapShot"
.basicShotAbilities="PrecisionShot"
.basicShotAbilities="DoubleTap"
.basicShotAbilities="Kubikuri"
;Assault
.basicShotAbilities="SlugShot"
;AWC
.basicShotAbilities="CloseCombatSpecialistAttack"

I think this is fairly complete now.
I'll continue testing.
最后由 Blooest 编辑于; 2017 年 1 月 24 日 下午 9:07
Kosmo  [开发者] 2017 年 1 月 24 日 下午 7:48 
Awesome! Thanks Sky
Blooest 2017 年 1 月 24 日 下午 9:03 
(Bumping because I think I got them all, edited in above.)
Dragon32 2017 年 1 月 25 日 上午 11:21 
@ISky:
Won't there be a .moveShotAbilities for the Gunner and their knife? Or is that using the vanilla "SwordSlice"?
Blooest 2017 年 1 月 25 日 下午 12:38 
Does their knife attack move them, itself, or can it only be activated when they're adjacent to the enemy already?
As far as I know, it's the latter, and it already sees that trigger properly. The moveShot stuff, correct me if I'm wrong, Kosmo, is because of how the game handles it -- each tile of movement seems to be an individual "activation" where LtS is concerned
Dragon32 2017 年 1 月 25 日 下午 1:45 
Oooo, never thought of it like that. I just thought ".moveShotAbilities" were all the "hit them with something heavy" or "stick them with the pointy end" abilities.
Kosmo  [开发者] 2017 年 1 月 25 日 下午 7:30 
Correct Sky -- moveShotAbilities are those that both move and shoot. They need to be differentiated because the ability activates every tile and it needs to intelligently handle that.
Blooest 2017 年 1 月 30 日 下午 3:27 
How did nobody catch that I missed the most obvious two Assault abilities?
.basicShotAbilities="PointBlank"
.basicShotAbilities="BothBarrels"
tiktaalik 2019 年 1 月 9 日 上午 8:34 
引用自 That Certain Bloo
Does their knife attack move them, itself, or can it only be activated when they're adjacent to the enemy already?
As far as I know, it's the latter, and it already sees that trigger properly. The moveShot stuff, correct me if I'm wrong, Kosmo, is because of how the game handles it -- each tile of movement seems to be an individual "activation" where LtS is concerned
You can roll fleche from AWC for the gunner and use the knife like shinobi's sword then ;)
tiktaalik 2019 年 1 月 9 日 上午 8:46 
引用自 That Certain Bloo
How did nobody catch that I missed the most obvious two Assault abilities?
.basicShotAbilities="PointBlank"
.basicShotAbilities="BothBarrels"
These are Ranger ;)
tiktaalik 2019 年 1 月 9 日 上午 8:49 
Then maybe the arc pulser abilities for the assault should be added...
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