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Nahlásit problém s překladem
FYI the rifle and pistol are fine and don't seem to be affected by this
Template.Abilities.AddItem('DisruptorRifleCrit');.
When I started the game there was no effect.
A. Do I have to change anything in the files?
B: Do I have to tell the AML that data sets have been changed there?
C: Is the effect not applied to a running game and existing weapons?
We probably only had to adopt this for the other levels.
ChosenRifle_XCOM:
Template.Abilities.AddItem('DisruptorRifleCrit');
I think I got it. Got the SDK.Now I found a file that has these "var configs". Just finding the right entries.
I think I basically understand what I have to do. However, I can't find the mentioned files in the x2Item of the base game( should this be the "DefaultGameData_WeaponData"?)
Is it also possible that I need more than Notepad+ to find the right files?
var config int CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;
something like that then in the config
CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE = 100
I'm not sure if that would work as I'm not quite sure when they added that I would search to see what the template is called it might not be called Template.PsiCritChance it might be something else not sure but whatever the default is it needs to be written the same way in the config file for the mod. hope this helps