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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
*.lnk
BuildCache/
*.code-workspace
**/PublishedFileId.ID
*.XCOM_suo
*.suo
14 changes: 13 additions & 1 deletion .scripts/build.ps1
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,8 @@ Param(
[string] $srcDirectory, # the path that contains your mod's .XCOM_sln
[string] $sdkPath, # the path to your SDK installation ending in "XCOM 2 War of the Chosen SDK"
[string] $gamePath, # the path to your XCOM 2 installation ending in "XCOM2-WaroftheChosen"
[string] $config # build configuration
[string] $config, # build configuration
[switch] $useHighlanderFromEnv # If present, builds the mod against the Community Highlander, as found in X2EMPT_HIGHLANDER_FOLDER
)

$ScriptDirectory = Split-Path $MyInvocation.MyCommand.Path
Expand All @@ -23,6 +24,17 @@ $builder = [BuildProject]::new("ExtendedInformationRedux3", $srcDirectory, $sdkP
# and uncomment the line:
# $builder.IncludeSrc("C:\Users\Iridar\Documents\Firaxis ModBuddy\X2WOTCCommunityHighlander\X2WOTCCommunityHighlander\Src")

# Building against Highlander option 3:
# Create an X2EMPT_HIGHLANDER_FOLDER environment variable (if it does not already exist)
# containing the path to your local Highlander repository or the Highlander's mod folder,
# then uncomment the line:
if ($useHighlanderFromEnv) {
# Hid this behind a switch so I don't break your workflow!
# I've been building all my mods like this, very ergonomic
# once it's set up. --Dalo
$builder.IncludeSrc($env:X2EMPT_HIGHLANDER_FOLDER)
}

# Uncomment to use additional global Custom Src to build against.
# $builder.IncludeSrc("C:\Users\Iridar\Documents\Firaxis ModBuddy\CustomSrc")

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17 changes: 17 additions & 0 deletions .vscode/tasks.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "build",
"type": "shell",
"command": "build_default.bat -useHighlanderFromEnv",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
}
]
}
20 changes: 20 additions & 0 deletions ExtendedInformationRedux3.code-workspace.default
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
{
"folders": [
{
"path": "."
},
{
"name": "XCOM 2",
"path": "Path/To/X2WotC-SDK/Development/SrcOrig"
},
{
"name": "Highlander",
"path": "Path/To/Highlander/Src"
}
],
"settings": {
"files.associations": {
"*.int":"ini"
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,13 @@ sPreviewMinimum_MCMText = "Preview Minimum Damage";
sPreviewHacking_MCMText = "Preview Hacking";
sWarningMessage_MCMText = "Please note any change to Offset might result in bad display!";
sExpectedDamage_MCMText = "Show Expected Damage"
<<<<<<< feature/CoverDRHandling
sExpectedDamage_MCMTooltip = "Enable to see Expected Damage in Shot HUD next to damage. e.g. 'Damage: 3-5 (2.6)'\n\nExpected Damage is a weighted average damage. When aiming at the current enemy with the selected ability, what is the average damage you will do, considering hit chance, crit chance, dodge, graze band, weapon damage with all damage modifiers, and bonus crit damage."
sShowMitigation_MCMText = "Show Armor Mitigation"
sShowMitigation_MCMTooltip = "Enable to include armor mitigation in damage calculations.\n\nBy default, armor mitigation is not shown in the Shot HUD and must be tracked by hand. This option displays a new 'Armor' damage modifier for attacks whose damage would be reduced by armor.\n\nCertain mods may make non-deterministic changes to armor mitigation for a given attack. While the resulting damage modifiers and damage range should still be correct (unless the mod is doing something particularly strange), please be advised that enabling this option may in some cases reduce the accuracy of the values provided by the 'Show Expected Damage' option."
=======
sExpectedDamage_MCMTooltip = "Enable to see Expected Damage in ShotHUD next to damage. e.g. 'Damage: 3-5 (2.6)'\n\nExpected Damage is a weighted average damage. When aiming at the current enemy with the selected ability, what is the average damage you will do, considering hit chance, crit chance, dodge, graze band, weapon damage with all damage modifiers, and bonus crit damage."
>>>>>>> main

;DEBUG
sDodgeOffsetY_MCMText = "Dodge Offset Y";
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