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 |