5/16/2023 0 Comments Labelled fallout 4 perk chartHaving ePerk_RunAndGun' (6) grants eAbility_RunAndGun (68). Can be made available if the unit has a perk.Weapons=( strName="", iType=eItem_AssaultRifle, ABILITIES=eAbility_ShotStandard, ABILITIES=eAbility_NONE. Most weapons grant the fire ability directly, like the Assault Rifle: iType=eItem_ArmorGhost, iHPBonus=6, iDefenseBonus=20, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=1, iMobilityBonus=3 ) For example ghost armor has:Īrmors=( ABILITIES=eAbility_Ghost, ABILITIES=eAbility_NONE. Can be directly granted to a weapon, armor or character-type in the config data.This is the one that allows a unit to perform the basic firing action (typically the left-most button in the tactical HUD).Ībilities can be made available by a variety of options: Is the configuration line for the basic "Fire action" ability. This happens in XGAbilityTree.BuildAbilities. Abilities have ability properties and ability effects, both of which have enum lists describing possible properties and effects.Ībilities have to be configured (unlike perks). These generate pressable buttons in the tactical HUD.Ībilities have a lot more mechanics behind them. Examples of active perk effects that trigger abilities are Run And Gun and Suppression. Perk active effects usually trigger abilities, sometimes in combination with other conditions. Examples of passive perk effects are Lightning Reflexes and Bullet Swarm. These effects are automatically triggered when the conditions are met, without active intervention from the player. Perk passive effects are things that do not spawn a pressable button in the tactical HUD. Perks can be coded to have active or passive effects. Simulated function bool HasUpgrade(int iUpgrade)Ī perk directly by itself doesn't do anything. Typically perk info is accessed via the HasUpgrade function: XGUnit is a m_kChar variable of type XGCharacter that stores this. Perks are stored in an array in XGCharacter. Perks are drawn from the enum XGTacticalGameCoreNativeBase.EPerkType - in EU this had 111 entries, while in EW the list has been expanded to 172.Ībilities are drawn from the enum XGTacticalGameCoreData.EAbility - in EU this had 89 entries, while in EW the list has been expanded to 96.Īs you can see there are 61 new perks but only 7 new abilities.Ī perk is a passive property that a unit possesses. Unfortunately the game itself blurs the line here, but from a code perspective these things are quite distinct. (Taken from an Amineri post in the Enemy Within Discovery Thread.) The information presented here is still applicable to that mod. See Enhanced Perk Tree mod - XCOMEU: 2012. There is now a mod available (for EU) that expands the size of the table and the number of selections available for each promotion. Here is a list of the perks found in the XComGame.upk file function XComPerkManager and their uses & effects, to be completed as testing advances.Ī table of the Perk value codes and their offsets may be found in Table of Perk Codes and Offsets - XCOM:EU 2012.
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