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Costs

Edits the AbilityCosts array of the template. Costs are edited in place when a cost of the given Class already exists; otherwise behaviour depends on the modes below. Fields you do not Set keep their current value.

Config key: Costs. Edit struct: CostEdit.

Dispatch order

The first editor that accepts a class handles it, so a class is matched by the earliest entry below that it derives from.

X2AbilityCost_Ammo → X2AbilityCost_Charges → X2AbilityCost_ConsumeItem → X2AbilityCost_Focus → X2AbilityCost_ReserveActionPoints → X2AbilityCost_HeavyWeaponActionPoints → X2AbilityCost_QuickdrawActionPoints → X2AbilityCost_ActionPoints → any other class

Shared fields

Available on every CostEdit entry, whatever its Class.

Config field Type Requires Game field Description
FreeCost bool SetFreeCost=true bFreeCost Makes the ability cost nothing. The ability must satisfy the requirement to be usable, but using it doesn't consume action point.

Classes

Class-specific fields are documented on each page below. A class with no dedicated editor still accepts every field in Shared fields.

Game class Own fields Editor extends
X2AbilityCost_ActionPoints 7 X2AbilityCostEditor
X2AbilityCost_Ammo 4 X2AbilityCostEditor
X2AbilityCost_Charges 4 X2AbilityCostEditor
X2AbilityCost_ConsumeItem — X2AbilityCostEditor
X2AbilityCost_Focus 3 X2AbilityCostEditor
X2AbilityCost_HeavyWeaponActionPoints — X2AbilityCostEditor_ActionPoints
X2AbilityCost_QuickdrawActionPoints — X2AbilityCostEditor_ActionPoints
X2AbilityCost_ReserveActionPoints 3 X2AbilityCostEditor