XCOM 2
[WOTC] Iridar's Template Master - Core
Mostrando 11-20 de 30 aportaciones
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Actualización: 3 MAY 2021 a las 19:05

Fixed AbilitySpecificAnimation commands so they actually work.

Actualización: 17 ABR 2021 a las 14:19

Removed debug log spam.

Actualización: 16 ABR 2021 a las 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")))

Actualización: 9 ABR 2021 a las 11:37

Fix for the previous update.

Actualización: 9 ABR 2021 a las 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")

Actualización: 28 MAR 2021 a las 11:09

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

Actualización: 22 MAR 2021 a las 5:22

Added X2ArmorTemplate handling.

Actualización: 22 FEB 2021 a las 23:05

Global values will now respect the specified difficulty index.

Actualización: 21 FEB 2021 a las 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.

Actualización: 18 FEB 2021 a las 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.