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tjd802

XCOM2 - Yellow Alert Config

Sep 6th, 2021
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  1. [YellowAlert.YellowAlert_UIScreenListener]
  2.  
  3. ; Keep this at true if you want AI to AI that are outside of xcom's sight to activate each other when taking fire and damage.
  4. ; This will enable fired upon units to fight back (like on retaliation missions when advent stands there and take damage while resistance fighters shoot them)
  5. ; Set to false to revert to vanilla behavior
  6. EnableAItoAIActivation = True
  7.  
  8. ; Set to False if you want to turn off green, yellow, and reinforcement bonus reflex actions
  9. AllowBonusReflexActions = False
  10.  
  11. ; Set True if you want to turn off first turn reflex reactions (recommened for use with EnableAItoAISeesUnitActivation or Dystopian Turn Order mod where Advent goes first)
  12. DisableFirstTurn = True
  13.  
  14. ; Controls how frequently a scampering alien will receive an extra action point when they activate on their own turn while in yellow alert.
  15. ; This chance will be adjusted positively or negatively depending on the distance moved for the turn.
  16. ; Units that didn't move have much greater chance than this for a reflex action and those who moved far have a lesser chance.
  17. ; Units that move more than one movement action in tiles aren't eligible for an additional bonus reflex action.
  18. REFLEX_ACTION_CHANCE_YELLOW = .5 ;.5 = 50%
  19.  
  20. ; Controls how frequently a scampering alien will receive an extra action point when they activate on their own turn while in green alert or injured.
  21. ; This chance is also modified by how many tiles the unit moved
  22. REFLEX_ACTION_CHANCE_GREEN = .5
  23.  
  24. ; If rapid reinforcements is enabled, This is for reinforcement units on the turn that they drop in.
  25. ; Note that if they drop in within site of XCom and do not move, the chance will be increased by .5 thus making it 100% at the default setting
  26. REFLEX_ACTION_CHANCE_REINFORCEMENT = .5
  27.  
  28. ; The amount the chance to take an action will drop after each success in a pod. The count is reset
  29. ; for each pod that activates within a single turn.
  30. REFLEX_ACTION_CHANCE_REDUCTION = 0 ;.05 = 5%
  31.  
  32. ; This mod changes the counter attack dark event, when that dark event is active now it adds this modifier to the reflex action chance instead of the dark event default behavior
  33. COUNTERATTACKMODIFIER = .30
  34.  
  35. ; if true, any reinforcement or summoned unit will be able to take a full turn, If they are within vision of XCom they will be eligible for reflex actions using the REFLEX_ACTION_CHANCE_REINFORCEMENT
  36. bRapidReinforcements = False
  37.  
  38. ; If true reinforcement groups will always receive a defensive rather than an offensive action point when granted one
  39. bReinforcementsAlwaysDefend = True
  40.  
  41. ; Adds to the reinforcement countdown, increasing the number of turns until the reinforcement group spawns
  42. NumTurnsIncreaseCountdown = 0
  43.  
  44. [YellowAlert.YellowAlert_X2DownloadableContentInfo]
  45. ; Defensive actions - Damaged units in yellow alert that activate on their turn, or any unit
  46. ; in green that activates on their turn (if green reflex actions are enabled) will use this
  47. ; table. Feel free to add as many abilities as you would like, Note these abilities have to be available to the character
  48.  
  49. +DefensiveReflexAbilities=Overwatch
  50. +DefensiveReflexAbilities=SniperRifleOverwatch
  51. +DefensiveReflexAbilities=PistolOverwatch
  52. +DefensiveReflexAbilities=AdvSniperLongWatch
  53. +DefensiveReflexAbilities=LongWatch
  54. +DefensiveReflexAbilities=HunkerDown
  55. +DefensiveReflexAbilities=WarCry
  56. +DefensiveReflexAbilities=EnergyShield
  57. +DefensiveReflexAbilities=EnergyShieldMk3
  58. +DefensiveReflexAbilities=LWDroneRepair
  59. +DefensiveReflexAbilities=PersonalShield
  60. +DefensiveReflexAbilities=Suppression
  61. +DefensiveReflexAbilities=Suppression_LW
  62. +DefensiveReflexAbilities=AreaSuppression
  63. +DefensiveReflexAbilities=AdvBitRepair
  64. +DefensiveReflexAbilities=OmegaWarCry
  65. +DefensiveReflexAbilities=MutonElite_PersonalShield
  66. +DefensiveReflexAbilities=MarkTarget
  67. +DefensiveReflexAbilities=AdvRaptorLongWatch
  68. +DefensiveReflexAbilities=CommandoEnergyShield
  69. +DefensiveReflexAbilities=CommandoEnergyShieldMk2
  70. +DefensiveReflexAbilities=CommandoEnergyShieldMk3
  71. +DefensiveReflexAbilities=WraithInvert
  72. +DefensiveReflexAbilities=DroneHRepair
  73. +DefensiveReflexAbilities=StunDroneShield
  74. +DefensiveReflexAbilities=Stasis
  75. ;ABA
  76. +DefensiveReflexAbilities=AdvDroneHeal
  77. +DefensiveReflexAbilities=AdvDroneRepair
  78. +DefensiveReflexAbilities=HunkerDownNoAnim
  79. +DefensiveReflexAbilities=SmokeRain
  80. +DefensiveReflexAbilities=Muton_PersonalShield
  81. +DefensiveReflexAbilities=Codex_PersonalShield
  82.  
  83. [YellowAlert.HelpersYellowAlert]
  84.  
  85. ;Change this to true if you want AI to AI that are outside of xcom's sight to activate each other when they see each other.
  86. ;I recommend disabling first turn (DisableFirstTurn above) reactions when this is true
  87. EnableAItoAISeesUnitActivation = True
  88.  
  89. ; Some missions are simply to difficult with AI sight activation enabled, list any here that you want to not cause this activation
  90. ; Mission Name excluded from EnableAItoAISeesUnitActivation
  91. +ExcludedMissionNames=ChosenRetaliation ; Haven Defense w/ militia
  92. +ExcludedMissionNames=RM_OperativeEscort ; RM Additional Missions types w/ Militia
  93. +ExcludedMissionNames=HIVETerror ; HIVE Terror mission w/ militia
  94. +ExcludedMissionNames=HIVEFishingTerror ; HIVE Fishing Terror mission w/ militia
  95.  
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