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Messages - Firaa

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1
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: December 13, 2020, 11:19:32 pm »
Hello, I am getting a quite a few +- messages on mission completes on exp gained, is this normal?
It is only a cosmetic error. This means those stats have reached the cap for the soldier, and gains during the mission are being removed to keep them at their randomized stat caps. It makes the stat gain screen after combat seem a little messy, but it's otherwise harmless. It should only appear on secondary stat gains, such as TUs, stamina, or strength.

(If you are seeing this, it also means that the script is working, and is capping stats as expected.)

2
40k / Re: Sharing Is Caring (Contributions)
« on: July 08, 2020, 11:21:54 am »
hey Fira, can i upload your resources to main mod? Merging both?

I´m Adding a Codex part for credit´s for all contributors so they won´t be forgotten

Oh yeah, use anything I've posted as you see fit. ;D I'm attaching some Sororitas weapons I made last year before I fell off the face of the Earth, in case you can find anything here you can make use of. I planned on sticking these in the """""melee pack""""" as items to be manufactured with some kind of currency, but I ended up too busy to do anything at the time, and Sisters of Battle are a real thing now. Anything labeled as "annointed" or "alt" was supposed to be a middle-ground between normal and master-crafted weapons, using a script to increase their damage to daemons by 50%. Annointed bolts are colored to fit the annointed bolter only. The included hospitaller skin is based on the older design. I made the assumption that the in-game Sister at the time was of the Order of Our Martyred Lady, so I went with red/white when I made these Godwyn-De'az boltguns.

3
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: June 16, 2020, 06:58:13 am »
Sorry for taking so long to reply. Replace the awardExperience section of this script with the following:

Code: [Select]
    awardExperience:
      - offset: 1 ## Apply the soldier's learning speed
        code: |
          var int expMulti;
          var int temp;
          var ptr GeoscapeSoldier currentSoldier;
          attacker.getGeoscapeSoldier currentSoldier;
          currentSoldier.getTag expMulti Tag.SOLDIER_MIND;
          if eq expMulti 0; ## If the unit doesn't have a soldier mind, then don't modify experience gain
            set expMulti 100;
          end;
          muldiv experience_multipler expMulti 100;
          return experience_multipler;

This should fix every version of the script, whether it's the ones in the original post, or your modification for xpiratez. Note: "experience_multipler" is not a typo, but is the returning variable for awardExperience. The new versions of this script include this change.

4
OXCE Support Y-scripts / Re: Help with Mana turn Genetic Instability script.
« on: September 29, 2019, 04:59:24 am »
Btw. message for the script author:
I have added negative mana recovery per day as suggested, so the soldiers can start decaying from day 1.

Thanks, Meridian, for implementing that. Now that I've had time, I've been able to put that to use in the script.

5
40k / [ADDON] "Melee" Weapon Pack (v1.12)
« on: September 27, 2019, 06:22:56 am »
Well here this is. I originally set out with the idea that it'd be "pretty freakin' sweet" to have a Relic Blade in my late-game army, and I just sort-of accidentally made 40+ weapons. The new focus was adding/overhauling melee weapons - I mean, it's 40k, and prolonged fire fights are for Tau. There are a few non-melee weapons, as well. I've used a number of scripts with these weapons. The only weapon with a custom codex image is currently the Hand Flamer, brought to you by bulletdesigner. The other codex images are of the closest comparable weapon (Power Weapons use Power Sword, etc) I've also played through an assault campaign using these weapons, so I'm somewhat certain that this won't make anything explode. I designed a lot of the late-game weapons with my Randomized Stat Caps script in mind, but it's not even remotely required to use these weapons. Some of these could use a little extra polish, but I'm happy enough to share this as it is for now.

Alternate chapter weapon skins exist for the Blood Angels and Imperial Fists. You can find them in the AlternateChapters folder. You can switch to them if you are using the appropriate chapter change mods by simply overwriting the default images with the other chapter images. They only change the skin of weapons added with this mod, although most weapons are genetic types.

Global changes
Melee fatigue - Melee accuracy is reduced on low energy (full accuracy at 50% energy, 50% accuracy at 0% energy). This is just a test to make energy preservation and energy depletion weapons more valuable. Excessive sprinting will make melee sloppy, and weapons that harm a target's energy can make a melee enemy much less dangerous. If you dislike this, you can easily and safely disable it by deleting the script underneath meleeMultiplierBonusStats, offset 1.
Melee weight penalty - Melee attacks from weapons with weight higher than the unit's strength are reduced in power proportional to the missing strength. A 100 damage hit by a unit with 40 strength holding a melee weapon that weighs 50 units, will become an 80 power hit. With the increased melee weapon variety, this means that throwing a Heavy Thunder Hammer on everybody regardless of capabilities is NOT a viable solution. No games of "plant the power axe in the plague lord" amongst your retinue of 30 untrained guardsmen base defenders.

Power weapon technology availability varies by strategy, and has been re-balanced as a mid-game weapon type. Each Space Marine doctrine unlocks one power weapon with Sergeant armor, and two others with their doctrine-specific armor. Researching the technology that unlocks Venerable Dreadnoughts also unlocks the final power weapon.
  • Power Sword - A fast, well-rounded power weapon. Available to Tactical Sergeants, and unlocked by researching the scout camo/vanguard armors.
  • Power Axe - Better at defeating armor than the power sword. Available to Assault Sergeants, and unlocked by researching scout camo/signum armors.
  • Power Maul - The strongest power weapon against unarmored targets, with additional stun power. Available to Devastator Sergeants, and unlocked by researching honor guard/vanguard armors.
  • Power Lance - A heavy two-handed weapon. While it's no stronger than other power weapons, each turn, the first time this weapon hits, it's power is increased by 50%. Available to Scout Sergeants, and unlocked by researching the honor guard/devastator armors.
Master-crafted weapons are identical to their mundane counterparts, with the exception that melee weapons attack 20% faster, and ranged weapons have 20% extra accuracy. This gives them more attacks in a prolonged melee, and more reliable charge attacks. I thought about power increases or accuracy increases, but the former just ships weapons into new niches, while the latter just makes the weapon better in the hands of someone bad. These are fairly late-game upgrades, requiring the power weapon technology, master-crafting, and high-tier chapter requisition.
  • Master-crafted Power Sword
  • Master-crafted Power Axe
  • Master-crafted Power Maul
  • Master-crafted Power Lance
  • Master-crafted Thunder Hammer - Exclusive to Assault strategy
  • Master-crafted Storm Bolter - Exclusive to Tactical doctrine.
Force Weapons require a Librarium and the relevant power weapon tech, although there is no Force Lance. Anyone with psi power can use a Force Weapon, but if the wielder isn't wearing Librarian Armor, then their power is HALVED. Power scales off of psi strength (including melee) and power accuracy scales off of psi skill (excluding melee). Force weapons with blue runes will glow brighter depending on the wielder's psi strength.
  • Force Staff - Enables the wielder to cast Compel Fear (panic) and Dominate (mind control). This force weapon is unique in that it requires no other power weapon technology.
  • Force Sword - Enables the wielder to cast Electroshield (self damage shield) and Electrosurge (mid-range armor-ignoring blast attack).
  • Force Axe - Enables the wielder to cast Might of the Ancients (increases force axe damage) and Smite (mid-range armor-ignoring strong attack).
  • Force Rod - Enables the wielder to, once per turn, increase their energy and reduce stun damage (at the cost of time and morale).
These are other items and weapons that were also included.
  • Gladius - A ceremonial short sword fit for an honor guard. Hitting an opponent in melee with the Gladius increases melee skill until either the next attack or the end of the turn, whichever is first. Being an accurate weapon, it's value lies in ensuring hits with more deadly weapons. Unlock purchasing this early-game melee weapon by selecting Tactical strategy, or reach mid-tier.
  • Astartes Combat Blade - This is the combat knife preferred by close-combat scouts. Unlock this early-game melee weapon by selecting Scout strategy, or reach mid-tier.
  • Chainaxe - A slight step up from chainswords, and a far cry from power weapons, this is essentially a heavy chainsword. Unlock purchasing this early-game melee weapon by selecting Assault strategy, or reach mid-tier.
  • Chain Knife - A lightweight chain weapon that can be stored on the waist. Unlock purchasing this early-game melee weapon by selecting Devastator strategy, or reach mid-tier.
  • Combat Shield - Wielding this shield decreases incoming damage (before it even affects armor) by 10%, provided it isn't a strike against rear armor. You can guard with this shield, which doubles the resistance bonus granted and protects from all directions. This can only be held in the soldier's left hand!
  • Relic Blade - A powerful end-game weapon (requires 1st Company technology), and only one can be obtained (automatically via researching the topic). In the hands of a true champion, this weapon can (and will) turn the tides of a battle. To reiterate, the Relic Blade can never be replaced, manufactured, or otherwise re-acquired! Losing a chapter relic is the ultimate dishonor!
  • Omnissian Power Axe - A variant of the Power Axe. While it's slightly less effective, when it strikes an ally, it repairs their armor instead of damaging them. Wearing Techmarine armor dramatically increases the repair effect.
  • Heavy Thunder Hammer - An extremely heavy two-handed hammer capable of destroying anything. It requires both hands in order to swing, preventing assault terminators from using it.
  • Hand Flamer - A lighter, one-handed version of the flamer. It fires faster and in smaller bursts. Hand flamer fuel is identical to standard flamer fuel, although it comes in a smaller capacity. The perfect companion to an Assault Marine's melee weapon, or a Battle Sister's bolt pistol. This weapon can be purchased at any time. Hand Flamers, when used in close quarters, DO NOT cause damage to the person firing the weapon.
  • Terminator Grenade Launcher - A power fist adorned with a double-barreled grenade launcher, belt-fed from a back-mounted frag/krak grenade feed. This is a direct-fire Terminator support weapon exclusive to Devastator doctrine.
  • Imperial Chainsword - A chainsword fit for a pea- normal human soldier, it lies between the new Chain Knife and the Chainsword in power. It's weight makes it a much more usable weapon for it's intended recipients. It is currently the only Guardsmen weapon included at this moment, and is a purchasable item that can be researched immediately after Imperial Operations.
These weapons have been tweaked in order to fit the rest of the weapons added.
  • Power Fist - Modified to be more effective against heavily armored targets, and less effective against unarmored targets. This was to give it a niche, instead of using it as a stepping stone to more advanced weapons.
  • Techmarine Servo-arm - Has been changed to have a melee attack that repairs the armor of allies it hits. It is less effective than the Omnissian Power Axe when repairing. It's melee attack can safely be described as a big, sloppy, angry power fist.
  • Master-crafted Chainsword - Stats have been made identical to it's standard counterpart, and then reduced TU usage to match the master-crafted scheme with the other mods.
  • Chaos Chainaxe - Accuracy has been reduced (and with the new melee weapons, you're going to need this nerf!)
  • Flamer - Slight weight increase to set it apart from the Hand Flamer, and now also does zero damage to the person wielding it.
  • Heavy Flamer - Also does no self harm to the person wielding it, so feel free to use it at assault range.
  • Storm Shield - Assault Terminators have had their armor reduced to standard Terminator values, and their shields function identically to Combat Shields, except with an enhanced protection value of 20%.
  • Thunder Hammer - Accuracy reduction, since this weapon now serves a different niche (heavy weapon, heavy damage)
  • Voss Pattern Lasgun - When equipped to the hands, the stock now folds out. This is a graphical change only.
Combi weapons are rare finds in random missions. When the game rolls up special loot on missions, and it rolls for a special boltgun, it has a chance to add one of these weapons instead of a Boltgun.
  • Combi-Flamer - Performs identically to a boltgun, with the addition of an attached flamer. The flamer performs the same as a normal flamer, except it takes a new "small fuel" item as ammunition. This limits it to 3 uses.
  • Combi-Plasma - It's a boltgun but with a plasma attachment. The plasma attachment performs identically to a plasma gun snap shot. It uses a plasma pistol charge for ammunition, limiting it to 6 shots, but keeping the same power as a plasma gun.
  • Combi-Melta - Unlike the first two combi weapons, this is a combination of a Meltagun and a boltpistol. It performs identically to both a melta gun and a bolt pistol, although it is a two-handed weapon.
  • Combi-Grav - A Grav Gun combined with a boltpistol.
Additional Chaos melee weapons have been added. I feel that the increased variety makes missions against melee-centric forces a little deeper in the mid/late game, since you have to consider how to meet their charges a little more wisely, and adjust your target priorities. Some forces also employee new occasional melee variants, and high-rank foes have a more dangerous lineup of rare daemon weapons.
  • Chaos Combat Knife - Slightly stronger than the standard combat knife. This weapon appears amongst cultists and traitor guardsmen.
  • Chaos Chainsword - Slightly weaker and faster than the Chainaxe. There is a small chance for Traitor Marines to spawn with this weapon (and a pistol). Khorne Berzerkers rarely field this weapon, and Raptors field them heavily.
  • Chaos Power Sword - Although this weapon already existed, it has been adapted to the new Power Sword stats. In addition to it's old spawns, it now rarely appears amongst Chaos Raptors and Khorne Berzerkers, and is common amongst Chaos Raptor leadership.
  • Chaos Power Maul - A chaos variant of the new Power Maul, this weapon has a chance to appear amongst melee Traitor Marines and Chaos Raptors.
  • Dark Blade - A high-power Power Sword variant, this daemon weapon is a very rare spawn amongst Chaos Raptor commanders.
  • Infected Knife - A combat knife variant that can inflict plague, appearing with pistol-wielding Plague Sisters and early game melee Plague Marines.
  • Plague Knife - The middle ground between the Infected Knife and the Plaguesword, Plague Marines have a chance to spawn with this plague-inducing daemon weapon.
  • Plaguesword - Redesign of the Plaguebearer weapon, melee Plague Marines have a small chance of upgrading to this weapon.
  • Manreaper - A very heavy (and dangerous) Power Scythe that might be wielded by Plague Terminators.
  • Chaos Power Axe - A variant of the new Power Axe weapon, occasionally wielded by Khorne Berzerkers.
  • Chaos Chainglaive - A two-handed chain weapon that eats unarmored infantry alive. Has a 50% first-attack bonus. Sometimes wielded by Khorne Berzerkers.
  • Axe of Khorne - A two-handed power weapon that rarely appears amongst Khorne Berzerkers.
  • Blissgiver - A short, curved sword that additionally inflicts high stun. Expect this to be wielded by Slaanesh Sisters.
  • Ritual Dagger - A power dagger that leeches the life of it's target. It can appear with Rubric Sisters or Sorcerers.
  • Sorcerer's Sword - A force weapon that, unlike the Imperial variants, doesn't cast spells. Instead, it's damage scaling is improved. Appears amongst Sorcerers.
There are some unused weapons in this pack, which are supposed to be Relic weapons. I had plans for these items which currently aren't implemented, but the weapons can still be viewed in the battle mode.
  • Volkite Charger - A weapon perfectly preserved from the days of Legions.
  • Blade of Ultramar - An incredibly well-made Power Gladius.
Let me know if anything is broken, busted, destroyed, or otherwise fails to function. Feel free to use this however you wish.

Change Log:
1.12
Fixed crash I introduced to Chainaxe, Gladius, Astartes Combat Blade, and Chain Knife research
1.1
Fixed bug causing melee strength script to apply to guns (whoops forgot those existed)
Fixed Chainaxe, Gladius, Astartes Combat Blade, and Chain Knife dependencies
Fixed Tzeentch Sorcerers not having the new loadout
1.0
Initial Release

6
OXCE Support Y-scripts / Re: Help with Mana turn Genetic Instability script.
« on: September 24, 2019, 08:42:36 pm »
I've tested the version you have posted. The changes you've made to the ruleset are okay and valid. Soldiers are initialized after their first battle using the parameters defined by the tags, but once a soldier is initialized, they are not initialized again, even if you change the ruleset. I believe that's what you've experienced - that you've tested it more than once with the same group of soldiers. If that's the case, only new soldiers who you haven't sent to battle will be initialized with the new tag values.

If you open your save file in a text editor, search for the full name of one of your soldiers. In their data, you'll find a block of information like the image I've attached to this post. These values are the 'minimum stats' the soldier should plummet to after full decay, calculated using the initialization section of the script. If you delete all of the tags listed under a soldier in the save file, it will let you re-initialize them on their first battle.

7
Released Mods / [OXCE] Randomized Stat Caps for Soldiers
« on: September 18, 2019, 10:31:05 pm »
Changelog
v1.1 (06-20-2020)
- Primary experience gain using intelligence should now work on recent versions of OXCE.
- New MinMind and MaxMind tags must now be defined in the soldier ruleset. These tags set the range for primary experience gain on a soldier-to-soldier basis, as opposed to the previous method of 70% to 130%.

What is this?
I've played an embarrassing amount of X-Com: UFO Defense in my life, and probably so have most of you. But, in my opinion, a lot of mods have started to run into a problem with the vanilla mechanics that didn't really become an issue itself in the original game - late-game stat caps. I have a lot of fun outfitting soldiers in the early/mid-game of basically every mod I've played. I enjoy micromanaging soldiers to have effective and unique loadouts, and the sheer girth of equipment lists in many mods really feed into that enjoyment. Then, when the end-game rolls around, I end up having a few common loadouts that get pasted onto my ever-growing group of well-trained veterans, as everyone's stats begin to become... samey. I've played a lot with this script active, and it has made veterans so much more exciting for me, since I was dealing with soldiers who had variable stats once again. Some soldiers will make better snipers, heavy weapon specialists, or grenadiers than others, and you will encounter the rare soldier who is truly elite. Anyway, I hope someone else gets some enjoyment out of this.

How it Works
Tags are assigned to the soldier ruleset. These tags are a random 'penalty', which stats cannot grow beyond. By raising the stat caps by 10 and applying a random penalty between 0 to 20, you effectively create a random stat that is either up to 10 lower or 10 higher than the original stat cap. When a battle begins, this script calculates the stat caps for any soldiers present who have not yet been assigned stat caps. When the battle ends, after experience is awarded, the script 'trims the fat'. This script is easily applied to any mod, and is safe to add to any in-progress game.

A secondary function is that this script also generates an "intelligence" tag for each soldier. This is a multiplier applied to all experience earned, meaning some soldiers will just grow faster than others, and some soldiers will grow slower than normally. This intelligence modifier is assigned to a soldier at the same time they are initialized with their stat caps, and is completely invisible. The only way to know a soldier's intelligence modifier is via their actual growth rate. If you don't like this, you can easily disable it by opening script.rul and deleting the line near the end of the document that includes the text "awardExperience" and everything after it.

This script trims excess stats at the end of combat, so if you play with training facilities, make sure your training caps aren't higher than the minimum stat caps. This script also does not affect Psi-strength or Psi-skill. It also doesn't affect Bravery, since some people will just have better vision than others, but everybody has the capacity to be completely and utterly mentally broken desensitized to high-impact alien violence. Also, I assume that anyone who trains their entire force's bravery to capacity is an ABSOLUTE PSYCHOPATH. :P

Known Issues
- After a battle, the experience screen may show secondary stats (TUs, Stamina, Strength) as a negative change. This is only a display error, and these stats are at their current cap. You can safely ignore this if it occurs.

Attached Downloads
Standard - The vanilla soldier version. Soldiers are given a random stat cap that is 10 above or below the old stat cap. You will most likely not notice this mod in a normal vanilla playthrough (although it is fully functional for it), what with the limited gear options and comparatively short campaign, but this download will work with any mod that uses the default soldier, like XenoOps, or FMP.
40k - This version is already configured for the 40k mod. Guardsmen have more tame stat ranges, while units like Ogryn, Sisters of Battle, and Space Marines can generate certain stat caps at much greater ranges. Tags aren't modified when a soldier is transformed, so units will retain their strengths and weaknesses when they become officers/dreadnoughts while still gaining the benefits of the increased stat caps. This means that some soldiers are clearly superior candidates for advancement!

8
40k / Re: Sharing Is Caring (Contributions)
« on: August 29, 2019, 10:00:29 pm »
-about the codex i got you covered, the pain in the ass is the handsprites
Awesome, thanks! ;D

Here's a pack of 3 Terminator weapons, each one locked to a specific Astartes doctrine. I didn't add one for Scout doctrine. (I also went back and updated the combi-weapon file with better art)
Terminator Grenade Launcher: Based on the old sergeant Powerfist-mounted grenade launchers, this weapon can fit a loader of either 10 frag grenades or 10 krak grenades. It MUST be loaded before battles (or during the loadout phase of a multi-stage battle). Also functions as a Powerfist. This weapon gives players who chose Devastator doctrine some heavy-weapons flexibility outside of the non-exclusive Cyclone Launcher. It is a direct-fire weapon to allow it to be used easily in base/space hulk corridors. Exclusive to Devastator doctrine.
Master-crafted Storm Bolter: This weapon type is bound to end up on every Terminator who serves a purpose outside of being a walking Assault Cannon platform, and therefore is exclusive to Tactical doctrine.
Master-crafted Thunder Hammer: There is only one master-crafted melee weapon thus far, so I decided to make this weapon have 20% less tu usage, as opposed to having increased stats. I theorize that this would result in similar performance in a clean manner. I have a separate melee weapon pack I am testing that is using this method of master-crafted melee weapons. Exclusive to Assault doctrine.

Unlike my last post, this one actually loads as a separate mod. All weapons are researched and manufactured after acquiring the relevant technology (or Terminator armor, in the grenade launcher's case).

Update - fixed an error with bigobs
Update 2 - Actually should be fixed and now correctly references the assets from the parent module. I haven't edited rulesets in years and my knowledge is clearly outdated. I also replaced the grenade loaders to look more unique.

9
40k / Re: Sharing Is Caring (Contributions)
« on: August 21, 2019, 03:36:01 pm »
This is a set of 4 weapons, 3 of which are combi weapons, and one of which is an offspring. All of these weapons appear on the same loot table as the other special boltguns, meaning that the more missions you run, the more likely you are to collect them. The combi weapons use standard ammo for their "primary" (read: most visibly dominant) weapon, and pistol-sized ammo for their "attachments" (to reduce capacity, and not power). The bolt-firing mechanism on every weapon is considered the base weapon, so even though the combi-melta's "primary" weapon is the meltagun, it will react-fire with the boltpistol attachment. I made the hand flamer partially due to my desire to sword-and-flamer, and partially due to the need for a pistol-sized flamer ammo for the combi-flamer. All combi-weapons use the same script the other boltguns use in order to re-color the magazines.

Combi-Flamer: Performs identically to a boltgun, with the addition of an attached flamer. The flamer performs the same as a normal flamer, except it takes a new "small fuel" item as ammunition. This limits it to 3 uses.
Combi-Plasma: It's a boltgun but with a plasma attachment. The plasma attachment performs identically to a plasma gun snap shot. It uses plasma pistol charges as ammunition, limiting it to 6 single shots, but keeping the same power as a plasma gun.
Combi-Melta: Unlike the other weapons, this is a combination of a melta gun and a boltpistol. It performs identically to both a melta gun and a bolt pistol, although it is a two-handed weapon.
Hand Flamer: Sororitas, rejoice! A lighter, one-handed version of the flamer. It fires faster and in smaller bursts. Hand flamer fuel is identical to standard flamer fuel, although it comes in a smaller capacity. It shares fuel with the combi-flamer. This is the only weapon that doesn't appear as random loot, and is instead purchasable.

KNOWN ISSUES:
- I don't know if I can set an individual max range for the combi-flamer attachment, so it can technically target across the map. It is a flamer, so that's a big technically.
- I didn't make custom images for the UFOPedia - the combi-weapons appear as boltguns, and the hand flamer appears as a flamer.
- I wasn't sure how to modify the loot table without overwriting the terrain file, so I didn't package it as a mod.
- I am not a talented artist

Update - I've re-attached the file with some improved graphics (bigobs and handobs). It's most noticable on the combi-flamer.

10
OpenXcom Extended (OXCE) / Re: [EXE] OpenXcom Extended 2.0
« on: May 17, 2015, 04:34:25 pm »
This is the object I was testing accuracyMultiplier on. I've tried psiSkill, throwing, and flatHundred values, and again on throwMultiplier. I've tried this with both UFO Extender accuracy on and off.

Code: [Select]
  - type: STR_PSI_AMP_PYR
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 92
    floorSprite: 32
    handSprite: 88
    bulletSprite: 7
    fireSound: 19
    hitSound: 0
    hitAnimation: 0
    power: 20
    damageBonus:
      psiStrength: 1.0
    damageType: 2
    arcingShot: true
    accuracySnap: 100
    accuracyMultipler:
      psiSkill: 1.0
    costSnap:
      time: 25
      morale: 10
      stun: 1
    snapRange: 200
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    psiRequired: true

Edit: I copied the wording in the documentation and used Multipler, thanks for catching that. I can't believe I overlooked it so many times. Sorry for not noticing it earlier.

11
OpenXcom Extended (OXCE) / Re: [EXE] OpenXcom Extended 2.0
« on: May 17, 2015, 04:02:46 pm »
Awesome project! It really has opened up a lot of potential.

One bug I have noticed is that accuracyMultiplier does not function at the moment. damageBonus is functioning correctly it seems, but accuracyMultiplier or throwMultiplier will not provide any bonus when given any input. A soldier with a firing accuracy of 70, Psi Skill of 50, and an accuracyMultiplier/throwMultiplier of psiSkill: 1.0 has 70 accuracy.

I've noticed this on 2.0, and it's happening on 2.0A.

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