XCOM 2
[WOTC] Iridar's Template Master - Core
Se afișează 11-20 din 30 intrări
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Actualizare: 3 mai 2021 @ 19:05

Fixed AbilitySpecificAnimation commands so they actually work.

Actualizare: 17 apr. 2021 @ 14:19

Removed debug log spam.

Actualizare: 16 apr. 2021 @ 10:59

Fixed a bug with WeaponInits that prevented ItemState conditions from ever succeeding.
Added new command properties for WeaponInits: "DefaultSocket" and "DefaultProjectileTemplate", example use:

+WeaponInits = (\\
Conditions = (\\
(CO = "ItemState", CP = "TemplateName", CV = ("IRI_MechMachinegun_T1")),\\
(CO = "ItemState", CP = "InventorySlot", CV = ("eInvSlot_TertiaryWeapon")),\\
(CO = "UnitState", CP = "TemplateName", CV = ("IRI_PilotableMechChar"))),\\
Commands = (\\
(P = "DefaultSocket", V = "L_Hand")))

Actualizare: 9 apr. 2021 @ 11:37

Fix for the previous update.

Actualizare: 9 apr. 2021 @ 11:09

Added special handling for X2TechTemplate::ResearchCompletedFn property, the V value can now be used to assign commonly used delegates to this property. All of the delegates from the X2StrategyElement_DefaultTechs and X2StrategyElement_XpackTechs are supported, for example:

+Edit_X2TechTemplate = (T = "AcidBombProject", P = "ResearchCompletedFn", V = "UpgradeItems")

Actualizare: 28 mart. 2021 @ 11:09

It's now possible to use a Donor Template that doesn't have difficulty templates.

Actualizare: 22 mart. 2021 @ 5:22

Added X2ArmorTemplate handling.

Actualizare: 22 febr. 2021 @ 23:05

Global values will now respect the specified difficulty index.

Actualizare: 21 febr. 2021 @ 11:32

Added "AliasPairs" config. You can now create aliases for template names and specitfy them in commands, and then set which alias corresponds to what template name.

Added "CombinedGlobalCosts". You can set up a combined StrategyCost for something, and automatically split that cost between various templates by using the cost's tag and cost weights for each individual template. The final cost for each template will be calcuated automatically.

Added "GlobalValues". Work similarly to Costs, but for int or float values.

In both cases you have to specify OP = "Calculate" in the command.

Added "AppendNoDup" operation type. When using this OP, a member will be added to an array only if that array does not already contain that member. Note that not all of the array types support this operation type.

Added special handling for "UIStatMarkup" property of the EquipmentTemplate. You can use the V value to specify one of the first ~75 localized strings in XLocalizedData.

Added special handling for "OnBuiltFn" property of the Item Template. You can use the V value to specify "GiveItems" or "UpgradeItems", and the delegate will be assigned to the corresponding function from X2Item_DefaultSchematics.

Create template commands now have a "bDiffVariants" parameter. If set to "true", template master will create difficulty variants of this template.

Template Master can now set up basic stun and burn effects, using the new "Params" array in the Edit Template command.

As always, for detailed instructions and examples, refer to Template Master documentaiton.

Actualizare: 18 febr. 2021 @ 5:27

Fixed a criticul bug that prevented Edit_X2TechTemplate, Edit_X2SoldierUnlockTemplate and Edit_X2SoldierAbilityUnlockTemplate commands from ever working. Edit_X2TechTemplate did work at some point, but it was broken during big internal overhaul in one of the previous updates.