Richard Custom Class Template - Class Creation Tool
This is an MS Excel spreadsheet designed around the "Create Your Own Class Template" steam shop model created by Richard. It is designed to make custom class creation easier.
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About this mod Machine translation
This is an MS Excel spreadsheet designed around the "Create Your Own Class Template" steam shop model created by Richard. It is designed to make custom class creation easier.
Hello XCom Fanatics!
I contributed to the MyLongWar project to bring new features to this amazing spreadsheet, and I decided to try bringing my spreadsheet skills to XCom2!
This spreadsheet is designed around Richard's WotC custom class template.
It contains a set of modified ini files that replace the files that come with his mod.
Changes include:
A standardized set of values and structures for importing into spreadsheets.
Psi leveling and standard leveling are already available, taking the guesswork out of it.
Still includes the full 20 templates available for customization.
There is a readme page on the spreadsheet with additional information about its purpose. But essentially, you can go through each worksheet and define how you want the class to work, and then export the file to a specified folder. It can even place updated files directly into your seminar folder if you wish! (when you tell it where the folder is of course).
Excel version required:
This spreadsheet works with Excel 2007 and later, but I recommend Excel 2010 and later. Compatibility Checker says that many Ability Drop-Downs may not work properly due to the data assigned to the drop-down coming from a different page, which is apparently not supported in 2007.
Update instructions:
Version 2.1 (released January 17, 1917) has some updates:
- Huge performance improvements! (I recommend downloading it separately)
- In order to iterate the changes, I have a routine that clones the format of Class_01 to another 19. I forgot to remove the macro button while executing the process.
- This latest version has about 4000 fewer buttons, so your RAM usage should go from about 250MGB per Class Sheet to about 5-10MB each.
- This opens spreadsheets faster and literally any operation will feel more responsive.
- Sorry I didn't catch it sooner. But hey, it's not my day job.
- There was a user on the steam forum who noticed that I had a space after the // symbol at the end, and he was very poor at it.
- I used fine toothed find and replace to go through all templates and fixed the issue. The new excel file already contains the updated format.
- The same user found another problem and I left a comment after these line ending symbols. Those were also removed. My bad.
- Added a folder browser to the controls page so you can more easily assign the correct MOD folder in settings.
- Added 3 items in XComClassData.ini
- These do not affect the game, they are purely used to import/export storage data.
- It will now store and call the number of empty slots in RandomDecks.
- 'AbilitySequence' added. It is a 32-digit numeric string that the workbook evaluates when importing data into the class.
- This will allow the worksheet to be stored, but then called in the correct capability location on the next import.
- No more ability to drag in different locations on the poker tree!
- It will output an enable/disable/random dropdown based on the right side of each ability.
- Various bug fixes
- Perform some additional testing and clarifying comments as needed.
- One such discovery is that in order for 'BaseAbilityPointsPerLevel' to take effect, you must set 'AllowAWCAbilities' to TRUE.
Otherwise, the class will not gain AP when leveling up.
- I also discovered that these custom classes don't seem to support the "+AbilityPointsIncrementPerPromotion" option at all.
Version 2.0 (released on 18/9/9) has several new features:
- You can now have 2 independent RAD decks!
- Deck_1 is for the AWC skill (line 4 on the New Perk screen) (named Deck 01 because I programmed it first)
- Deck_2 is used for Perk Tree abilities. Here you can choose up to 30 abilities to randomly distribute in your tree.
- You must set each perk to "Random" in the r …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.