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Since you created the handy soldier stat popup box for combat, it probably would be pretty straightfoward and super useful to also incorporate that into a popup in the armory when I hover over a soldier's name. That way I can see all the hidden stats that vanilla doesn't show, which is huge for anyone playing with Not Created Equally and Hidden Potential mods.
However, there is one thing that is missing for me. I like to use not created equal and sadly that makes hiring new recruits ("recruit" in the armory) a guessing game. Any chance you could add a tooltip for their stats?
https://drive.google.com/file/d/0B1dEhLOK6ejJTXlrV3VvQWtGUzg/view?usp=sharing
Quick update
Minor fix to how crit damage is calculated, isn't relevant in vanilla but could be relevant with modded weapons and abilities.
Haywire Protocol and Skulljacks should display their hack chances now
There's still the missing xcomnativepawn.uc file, that's needed to apply mindamagepreviews to melee attacks.
Added weapon damage/spread/plusone to the enemy tool tip
Afterall, knowing whether an advent captain has a 20% to hit for 4, or 50%, or 80% to hit for 4 is a pretty big deal in the early game.
This is an addition to XCom_Perfect_Information_UITacticalHUD_Enemies
With the change, the game will display an XCom icon when targeting a loot drop
Without it, the game will display a rainbow error icon
XCom_Perfect_Information_UITacticalHUD_ShotHUD.uc
the line:
GrimyCritChance = clamp(GrimyCritChance,0,100-GrimyDodgeChance);
should be:
GrimyCritChance = clamp(GrimyCritChance,0,GrimyHitChance-GrimyDodgeChance);
class XCom_Perfect_Information_XComUnitPawnNativeBase
needs to be changed to extend:
XComPathingPawn
Likewise the engine.ini file needs to be changed as well:
+ModClassOverrides=(BaseGameClass="XComPathingPawn", ModClass="XCom_Perfect_Information_XComUnitPawnNativeBase")
latest project, including the last few posts as well
wouldnt:
calcHitChance = AbilityContext.ResultContext.CalculatedHitChance;
be better than recalculating the hit chance?
unfortunately the resultcontext doesn't store the dodge chance and crit chance. We'd need a highlander for that.