Version 1.1
Description:Ever since I first installed Gambit’s mod, I’ve always complained about how it differed from his XML2 counterpart; his basic attacks looked a little glitchy to me, among other things. I stumbled across many Gambit boosters since that day, some added features from MUA2, others gave him new effects, but none of them were what I wanted; a simple direct conversion of the XML2 character (“gosh, am I such a dick”, I thought). Back then, my modding skills were rather limited, so there was nothing I could do about it. Recently, while playing XML2, I remembered abut my issue with Gambit, and decided to make this booster. It fixes his basic attacks issue, gives him 2 skills from XML2, adds a new costume passive system that you may have seen in my Sunfire booster, along with other features that may or may not be listed...
Changes in v1.1:1. Added popup and Shield Credit drop increase to his Xtreme.
2. Minor tweaks to the herostat, powerstyle and talent files.
-> There were some skills that built up the momentum bar and didn't make combos, that's because I had forgotten to add the is_power = true line to each entry, fixed now.
Notes for v1.0:1. The passives are only manageable through the 1st skin slot, but they affect every skin. The 1st passive is unlocked from the start (just like the 1st skill).
2. This mod replaces files and requires you to edit one or more files, remember to backup any file you are replacing/editing, as I am
NOT responsible for the loss of any file.
3. This mod requires the
Official Characters mod to be installed first.
4. This mod requires the
original Gambit mod to be installed first.
Features:- All of Gambit's skills from XML2. (with the exception of his 2nd Xtreme, 9 powers in total)
- Effect for trip attack.
- Fix to basic attacks.
- Minor changes to a few effects/powers.
- New ability: Charged Throw. (no, it isn't the same as the ones from other boosters)
- New grab smash.
- New herostat.
- No more hidden 10% energy resistance, now it is an ability that makes Gambit 100% immune to $DMG_ENERGY.
- Unique effects for knockback and jump smash attacks. (just like Dr. Doom's, but colored pink)
- XML2 style passives. (see note #1 for info)
Skills:1.
Card Shuffle: Multiple card projectile attack.
-> Decreased the number of cards at max level from 9 to 7, which is the official number from XML2.
2.
Staff Assault: Multiple staff melee attacks in quick succession.
3.
Ace of Spades: Gambit throws down cards in front of him that will blow up when enemies approach them, causing $DMG_RADIATION.
-> New skill.
-> Fixed the pulsating effect that was out of place.
-> Since it is a radiated move, I made its effects green. (it helps differing this skill from Full House)
-> The card projectile was too small, now it is the same size as the one from Card Shuffle.
-> The card trap is now a stationary card. (it didn't make sense for it to keep flipping over and over on the ground)
-> Used to cause 1 damage on impact/explosion, now causes what is said in the talent.
4.
Staff Slam: Radial energy attack.
-> Fixed the dust effect that kept going after the power was over.
-> Fixed the ground crack effect that was out of place.
5.
Full House: Gambit throws down cards in front of him that will blow up when enemies approach them, causing popup.
-> New skill.
-> Fixed the pulsating effect that was out of place.
-> The card projectile was too small, now it is the same size as the one from Card Shuffle.
-> The card trap is now a stationary card. (it didn't make sense for it to keep flipping over and over on the ground)
-> The hand effect only showed up on his right hand and was delayed, so I made show up earlier and on his left hand as well.
-> The sound of it was also delayed, so I made it play earlier too.
6.
Detonation: Charges an enemy, causing massive $KB on explosion.
-> Additional effects on Gambit's hands.
-> Now causes damage when Gambit touches the enemy too.
-> Now the explosion sound plays upon explosion.
-> Switched the sound of when the power is executed.
-> The XML2 energized enemy effect was laggy (it didn't follow the enemy's movement), so I took Ms. Marvel's effect and edited it to match Gambit's.
7.
Energy Form: Turns parts of Gambit's body into energy, improving defense and speed.
-> In XML2, it increases the DEF trait based on a percentage of the hero's current DEF. However, in MUA, it works different, as the hero's DEF trait is always 0, with the only way of increasing it being throught the costume passives. So instead of increasing a percentage of the trait, I made it add points to it.
-> Since the ATK trait doesn't exist in MUA, I removed that part of the power.
8.
Energy Fury: Gives nearby allies and self $DMG_ENERGY on all melee attacks.
-> Since the ATK trait doesn't exist in MUA, I removed that part of the power.
9.
52 Pickup: Throws cards into the air which rain down $DMG_ENERGY.
Passives:1.
Energy Combat: Adds additional $DMG_ENERGY to melee attacks.
2.
Evade: Increases chance to evade melee attacks.
3.
Card Mastery: Adds damage to all projectile card attacks.
4.
Mutant Master: Increases $EP regeneration.
Preview:Charged Throw:
Works on all directions.New stuff:

Bugs:1. Though I used the same coding from Detonation, the Charged Throw explosion sound does not play.
Credits:- BliZZ: original Gambit mod.
- Maegawa: effects, new grab smash, XML2 stuff conversion/adaptation.
- Anyone else I forgot to credit.