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Oh I see, thanks. I thought you made a custom version of the ability because the description mentions the class, but I suppose it actually has some sort of tag to display the current class name.
Well since it's easy to try, I'll just do it and see. Thanks again for the quick answer!
This is because Run and Gun is from shiremct's Proficiency Pack Assault Class, that class can use both Shotguns and Bullpups, but for the Shock Trooper, I never have gave it the ability to use Bullpups.
I do not know if allowing the Shock Trooper to use the Bullpup will reduce the cooldown as I have never tested it, but doing so should never break the ability.
In order to add it to the class, go to the Shock Trooper's XComClassData.ini, near the top of the page you'll see"+AllowedWeapons=(SlotType=eInvSlot_Primary Weapon, Weapon Type="shotgun")" copy and paste that directly under it and replace "shotgun" with "bullpup" and this will allow the class to also equip a Bullpup.
I suppose I only need to add a line in XComClassData, similar to the one for the shotguns, to allow it. Has anyone tried, and if so, does it work well (the build in general, and the cooldown reduction)?
Your proficiency classes come highly recommended, and I'm looking forward to giving them a try. I appreciate that you attempted to adapt them to this new standard of classes design, but didn't necessarily stay in the same lines of balance (I feel the Proficiency Classes are a little too tame). Everything I have read about your classes looks good and excited to try them out. Cheers!
Also are you planning making more Plugins? I understand if you don't since Modding I know takes alot of time. But you classes plugins are great, I love what did with Alpha Rocketeer class.
"(AbilityType=(AbilityName="Quickdraw", ApplyToWeaponSlot=eInvSlot_Pistol)) \\"
to the next line under the last ability for each rank from corporal-colonel?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1784940385
The gasmask is from "WA'sCustomGearWOTC"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1124627832
The last two parts are from "Modular Legacy Armor" and "Modular ADVENT Armor." The rest of it is vanilla (or Grimstyle armor don't remember)
Secondly, the auto-reload is something I've known of due to previously playing with it, will probably do the same as above.
(If I can't get a mod that can work for all classes that use them, I'll just add it to this mod)
[WOTC_CostBasedAbilityColors.UITacticalHUD_Ability_WOTC_CostBasedAbilityColors]
+AbilityCostColorOverrides=(AbilityName="ArcThrowerStun", ModifyingEffectName="BS_RapidStun", OverrideColor="006600")
+AbilityCostColorOverrides=(AbilityName="EMPulser", ModifyingEffectName="BS_RapidStun", OverrideColor="006600")
+AbilityCostColorOverrides=(AbilityName="ChainLightning", ModifyingEffectName="BS_RapidStun", OverrideColor="006600")
1. Right now if one has Iridar's Automated Reload installed that mod will waste Quick Zap by forcing the trooper to reload. For compatibility 'XComAutoReload.ini' could be added with the following:
[WOTCIridarAutoReload.X2EventListener_Base]
+ExcludeAbilitiesFromAutomaticReload = (AbilityName = "ArcThrowerStun")
+ExcludeAbilitiesFromAutomaticReload = (AbilityName = "EMPulser")
+ExcludeAbilitiesFromAutomaticReload = (AbilityName = "ChainLightning")
Do mind that this is based on a quick look, please do test it (might want to test using a freshly promoted trooper because I think changing the values in the ini won't change the stat boosts that were already acquired by the trooper before the change)
StatEffect1.AddPersistentStatChange(eStat_Defense , default.FRONTLINE_DEFENSE); //Tier 1 Stat change
StatEffect2.AddPersistentStatChange(eStat_Mobility , default.FRONTLINE_MOBILITY); //Tier 2 Stat change
StatEffect3.AddPersistentStatChange(eStat_CritChance , default.FRONTLINE_CRIT_CHANCE); //Tier 3 Stat change
Then in Config folder create 'XComKPPShockTrooperSkills.ini' with the following
;----------------------------------------------------
[KPPShockTrooper.X2Ability_KPPShockTrooper ]
;----------------------------------------------------
;Class Proficiency Skills
FRONTLINE_DEFENSE = 10
FRONTLINE_MOBILITY = 3
FRONTLINE_CRIT_CHANCE = 25
and in the localisation file for descriptions you should be able to use
<Ability:FRONTLINE_DEFENSE/>
<Ability:FRONTLINE_MOBILITY/>
<Ability:FRONTLINE_CRIT_CHANCE/>
instead of numbers to make the descriptions self-adjust.
If I understand correctly the code goes something like this. In 'X2Ability_KPPShockTrooper.uc' change
class X2Ability_KPPShockTrooper extends X2Ability; //Name after filename .uc
to
class X2Ability_KPPShockTrooper extends X2Ability config(KPPShockTrooperSkills); //Name after filename .uc
and declare variables right at the start
var config int FRONTLINE_DEFENSE;
var config int FRONTLINE_MOBILITY;
var config int FRONTLINE_CRIT_CHANCE;
Then change relevant lines in ability code to use variables instead of static values, so this
StatEffect1.AddPersistentStatChange(eStat_Defense , 10); //Tier 1 Stat change
StatEffect2.AddPersistentStatChange(eStat_Mobility , 3); //Tier 2 Stat change
StatEffect3.AddPersistentStatChange(eStat_CritChance , 25); //Tier 3 Stat change
becomes this
1) You shouldn't need 'Chimera Squad Ability Icons' as a dependancy since 'Mitzruti's Perk Pack' as required, and per description of CSAI the same upk file is bundled in MPP
2) Something worth doing in an update would be exposing stat bonuses from Frontline Training to a config file so that people can finetune their balance if they so desire.