"MaxLevelOneAbilities" : 2,
"MaxLevelTwoAbilities" : 1,
Regarding location restrictions on gear and weapons.
The only limits I can find in existing gear are that they go anywhere, or the Head, Center Torso, Arm, or Leg specifically. I haven't seen one that allows for the three Torso locations only, a way to restrict it to "not the limbs".
On another note, I was able to add 2 more Evasive Charges for any unit that can reach the theoretical max of 8. 6 total for movement, +1 for jumping, and +1 for Pilot Skill Evasive. I brute forced it into the piloting traits and game constants to increase the number that can be built by 2 instead of 1 at Piloting 6 and 10.
These are the changes I made to achieve that.
Code:{ "Description" : { "Id" : "TraitDefEvasiveChargeAddOne", "Name" : "Increased Evasion Cap", "Details" : "PASSIVE: 'Mechs piloted by this MechWarrior have their EVASIVE charge cap increased by 2.", "Icon" : "uixSvgIcon_ability_mastertactician" }, "Type" : "EvasionCap", "ShortDesc" : "+ 2 Max Evasion", "DisplayParams" : "ShowInPilotToolTip", "ActivationTime" : "Passive", "EffectData" : [ { "durationData" : { "duration" : -1 }, "targetingData" : { "effectTriggerType" : "OnActivation", "effectTargetType" : "Creator" }, "effectType" : "StatisticEffect", "Description" : { "Id" : "TraitDefEvasiveChargeAddOne", "Name" : "Increased Evasion Cap", "Details" : "EVASIVE charge cap increased by 2", "Icon" : "uixSvgIcon_ability_mastertactician" }, "statisticData" : { "statName" : "MaxEvasivePips", "operation" : "Int_Add", "modValue" : "2", "modType" : "System.Int32" }, "nature" : "Buff" } ] }
Then in "CombatGameConstants" under To-Hit.Code:{ "Description" : { "Id" : "TraitDefEvasiveChargeAddTwo", "Name" : "Increased Evasion Cap", "Details" : "PASSIVE: 'Mechs piloted by this MechWarrior have their EVASIVE charge cap increased by 2.", "Icon" : "uixSvgIcon_ability_mastertactician" }, "Type" : "EvasionCap", "ShortDesc" : "+ 4 Max Evasion", "DisplayParams" : "ShowInPilotToolTip", "ActivationTime" : "Passive", "EffectData" : [ { "durationData" : { "duration" : -1 }, "targetingData" : { "effectTriggerType" : "OnActivation", "effectTargetType" : "Creator" }, "effectType" : "StatisticEffect", "Description" : { "Id" : "TraitDefEvasiveChargeAddOne", "Name" : "Increased Evasion Cap", "Details" : "EVASIVE charge cap increased by 2", "Icon" : "uixSvgIcon_ability_mastertactician" }, "statisticData" : { "statName" : "MaxEvasivePips", "operation" : "Int_Add", "modValue" : "2", "modType" : "System.Int32" }, "nature" : "Buff" } ] }
Later on when I get a chance I may look into adding 2 more trait steps at Piloting 4 and 8 to add the 2 extra EC.Code:"EvasivePipsMovingTarget": [ 1, 2, 3, 4, 5, 6, 7, 8 ], "ToHitMovingPipUMs": [ 2, 4, 6, 8, 10, 12, 14, 16 ], "ToHitMovingTargetStrings": [ "1 EVASIVE charge: +{0} Difficulty to hit this unit with ranged attacks.", "2 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "3 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "4 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "5 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "6 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "7 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.", "8 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks." ],
You can't just change the statname, and a lot depends on the triggering conditions.So I was trying to convert the minimum range reduction traints into reductions in the penalty instead.
I basically just edited the existing minimum range reduction trait files to change the description text and then under statistic data I changed:
"statName" : "ToHitMinimumRange",
"operation" : "Float_add",
"modValue" : -2.0,
"modType": "System.Single"
This doesn't work... Still getting a +8 penalty to hit under minimum range.
I'm guessing I can't just change the JSON? I was hoping to be clever and just change the statname(I also tried it as an Int.32 just to see if that was the issue)
You can't just change the statname, and a lot depends on the triggering conditions.
The Minimum range penalty is in the Constants file, so if you want to change the +8 it has to be done there. To affect the in game, you need to use ToHitIndirectModifier, probably.
Depends on what you are working with. usually won't -- what's the error message?Setback -- going into the Hardpoint JSON for the King Crab and referring to art assets from other mechs to allow that RT to show an actual Ballistic art asset causes an endless "spinny" when loading a skirmish battle.
Depends on what you are working with. usually won't -- what's the error message?
I am trying to figure out Rarity of 'Mechs encountered.
It seems like it doesn't much matter what the rarity level is, it frequently picks rarity 5 over rarity 0 within the same tonnage (or even variants of the same 'Mech/Vehicle). Anyone else having similar experiences?
I had started to keep a log of the 'Mechs / Vehicles I encountered at the start of a brand new campaign.Having looked at what's rare vs common in those files, I don't see any obvious matching pattern in what I come up against "in the field" on procgen missions.
Seems to do that in an established campaign as well.I had started to keep a log of the 'Mechs / Vehicles I encountered at the start of a brand new campaign.
It seems like the 'Mechs / Vees I added at the end of the campaign were the ones that appeared first. I just added in J Edgar Hover Tanks, and the first new mission had 3 of them - at 3/4 rarity.
Depends on what you are working with. usually won't -- what's the error message?
I'll dig it up when I get home tonight.