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- ;------------------------------------------------------------------------------------------------------------------------------
- ; XCOM 2 - WAR OF THE CHOSEN
- ;
- ; MY COLLECTION OF MOD CONFIG EDITS
- ;
- ;
- ; ATENTION:
- ; The codes below must be pasted into the proper file.ini found on the Alternative Mod Launcher (AML) for their respective mod
- ; I didn't specify which .ini every change was made... So you need to check each .ini for similar code and transplant it there
- ;
- ;
- ;
- ;
- ; IMPORTANT:
- ; If going to use "AWC EXPANDED (by Shaokere)" its best to subscribe to it first,
- ; since it resets a few abilities and it might nulify changes made by other mods.
- ; Seems Load Order is a bit messed with XCOM2 and it also applies to AML
- ; So, just subscribe to it first, so mods loaded after will have priority on its changes
- ;------------------------------------------------------------------------------------------------------------------------------
- ;################################################################################################
- ; START START START START START START START START START START START START START START START START
- ;################################################################################################
- ; START START START START START START START START START START START START START START START START
- ;################################################################################################
- ; START START START START START START START START START START START START START START START START
- ;################################################################################################
- ;################################################################################################
- ;################################################################################################
- ; MUTON DESTROYER (Ashlynne_Lee)
- ; Localization Color Coded Names
- FriendlyName = "<font color='#9C2D0B'>Concussion Grenade</font>"
- FriendlyName = "<font color='#9C2D0B'>Destroyer Vest</font>"
- FriendlyName = "<font color='#9C2D0B'>Muton Destroyer Corpse</font>"
- DisplayName = "<font color='#9C2D0B'>Muton Destroyer Autopsy</font>"
- DisplayName = "<font color='#9C2D0B'>Concussion Grenade</font>"
- ;################################################################################################
- ;################################################################################################
- ; BLACK ICE CODEX (Ashlynne_Lee)
- ; Localization Color Coded Names
- FriendlyName="<font color='#9C2D0B'>Black ICE Rifle</font>"
- FriendlyName = "<font color='#9C2D0B'>Black ICE Skulljack</font>"
- FriendlyName = "<font color='#9C2D0B'>Black ICE Rounds</font>"
- FriendlyName="<font color='#9C2D0B'>Black ICE Encryption</font>"
- DisplayName="<font color='#9C2D0B'>Black ICE Encryption</font>"
- DisplayName="<font color='#9C2D0B'>Black ICE Skulljack</font>"
- DisplayName="<font color='#9C2D0B'>Black ICE Rounds</font>"
- DisplayName="<font color='#9C2D0B'>Black ICE Rifle</font>"
- ;################################################################################################
- ;################################################################################################
- ; FLAME VIPER (Ashlynne_Lee)
- ;FLAME SCALE VEST ABILITY SET
- FLAMESCALEVESTABILITY_HP_BONUS = 1
- FLAMESCALEVESTABILITY_DODGE_BONUS = 30 ;was 10
- FLAMESCALEVESTABILITY_ARMOR_BONUS = 1
- ;FLAME SCALE VEST MARKUP SET
- ASHFLAMEVIPER_FLAMESCALEVESTMARKUP_HP_BONUS = 1
- ASHFLAMEVIPER_FLAMESCALEVESTMARKUP_DODGE_BONUS = 30 ;was 10
- ASHFLAMEVIPER_FLAMESCALEVESTMARKUP_ARMOR_BONUS = 1
- ASHFLAMEVIPER_FLAMESCALEVEST_TRADINGPOSTVALUE = 40 ; was 15
- ASHFLAMEVIPER_INFERNOROUNDS_TRADINGPOSTVALUE=10
- ASHFLAMEVIPER_FLAMESCALEVEST_SUPPLIESCOST = 80 ; was 30
- ; Localization Color Coded Names
- FriendlyName = "<font color='#9C2D0B'>Flame Scale Vest</font>"
- FriendlyName = "<font color='#9C2D0B'>Inferno Rounds</font>"
- FriendlyName = "<font color='#9C2D0B'>Viper Rounds</font>"
- FriendlyName="<font color='#9C2D0B'>Flame Viper Corpse</font>"
- DisplayName="<font color='#9C2D0B'>Flame Viper Autopsy</font>"
- ;################################################################################################
- ;################################################################################################
- ; ADVENT WARLOCK (Ashlynne_Lee)
- ;------------------
- ; MY REFERENCE INFO
- ;------------------
- ; Item Template Names:
- ; 1) Weapon_AshXcomPsionicReaper
- ; 2) Weapon_AshXcomVortexGrenade
- ; 3) UtilityItem_AshPhantomSlayerRounds
- ; Plasma Grenade damage is 4~5 / 2 Armor Shredding
- ; Incendiary Bomb damage 5~6 / 2 Armor Shredding / Apply "Burning" debuff
- ; Vortex Grenade have higher requirements to build, so higher damage is ok. I changed the shred for Piercing to make it different. It still has 15% chance to stun. So, more or less balanced.
- ; So: 5~6 Damage / 10 Piercing / 15% Chance to Stun
- ;--------
- ; CHANGES
- ;--------
- ;XCOM VORTEX GRENADE
- ; ADVWARLOCK_XCOM_VORTEXGRENADE_BASEDAMAGE = (Damage=6, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 0, Shred=3, Tag = "", DamageType="Psi")
- ADVWARLOCK_XCOM_VORTEXGRENADE_BASEDAMAGE = (Damage=5, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 10, Shred=0, Tag = "", DamageType="Psi")
- ;ADVWARLOCK_PHANTOMSLAYERROUNDS_INCLUDE_UNIT_TYPES[3] = CustomZombieGroupName
- ADVWARLOCK_PHANTOMSLAYERROUNDS_INCLUDE_UNIT_TYPES[3] = TheLostBrute
- ;ADVWARLOCK_PSIINFUSEDGRENADES_ELERIUMCORECOST = 1
- ADVWARLOCK_PSIINFUSEDGRENADES_ELERIUMCORECOST = 0
- ; Localization Color Coded Names
- FriendlyName="<font color='#9C2D0B'>Phantom Slayer Rounds</font>"
- FriendlyName = "<font color='#9C2D0B'>Vortex Grenade</font>"
- FriendlyName="<font color='#9C2D0B'>ADVENT Warlock Corpse</font>"
- DisplayName="<font color='#9C2D0B'>Psionic Weapons</font>"
- DisplayName="<font color='#9C2D0B'>Psi-infused Grenades</font>"
- DisplayName="<font color='#9C2D0B'>ADVENT Warlock Autopsy</font>"
- ;################################################################################################
- ;################################################################################################
- ; ADVENT DUELIST (Farkyrie)
- ; AdventDuelistM1_Pistol_Xcom_BasedDamage = (Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=0, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- AdventDuelistM1_Pistol_Xcom_BasedDamage = (Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- ; AdventDuelistM2_Pistol_Xcom_BasedDamage = (Damage=4, Spread=0, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- AdventDuelistM2_Pistol_Xcom_BasedDamage = (Damage=4, Spread=0, PlusOne=50, Crit=2, Pierce=-1, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- ;AdventDuelistM3_Pistol_Xcom_BasedDamage = (Damage=5, Spread=0, PlusOne=50, Crit=3, Pierce=0, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- AdventDuelistM3_Pistol_Xcom_BasedDamage = (Damage=5, Spread=1, PlusOne=50, Crit=3, Pierce=-1, Shred=0, Tag = "", DamageType="Projectile_MagAdvent")
- ; Localization Color Coded Names
- FriendlyName="<font color='#ECECEC'>Mag Talon</font>"
- FriendlyName="<font color='#27AAE1'>Advanced Talon</font>"
- FriendlyName="<font color='#9D29A3'>Prime Talon</font>"
- FriendlyName="<font color='#A60D27'>ADVENT Duelist Corpse</font>"
- DisplayName="<font color='#A60D27'>ADVENT Duelist Autopsy</font>"
- ;################################################################################################
- ;################################################################################################
- ; VALENTINES VIPER (MrShadowCX)
- ;VALENTINES_VEST_MOB_BONUS = 2
- ;VALENTINES_VEST_WILL_BONUS = 8
- VALENTINES_VEST_MOB_BONUS = 4
- VALENTINES_VEST_WILL_BONUS = 10
- ; Localization Color Coded Names
- FriendlyName="<font color='#FF75CF'>Valentines Viper Dust</font>"
- FriendlyName="<font color='#FF75CF'>Valentines Vest</font>"
- ;################################################################################################
- ;################################################################################################
- ; ADVENT FIELD TRAINING (MrShadowCX)
- ;-----------
- ; TO-DO LIST
- ;-----------
- ;Add Flashbangs and maybe Intel to the drop list
- ;################################################################################################
- ;################################################################################################
- ; BIO DIVISION 2.0 (MrShadowCX)
- ;---------------------------------------------------------------------------------------
- ; Added Bio Division missing Color Code for "Sat Strike Module" at the localization file
- ;---------------------------------------------------------------------------------------
- ; Localization Color Coded Names
- FriendlyName ="<font color='#69CA24'>Sat Strike Module</font>"
- ;################################################################################################
- ;################################################################################################
- ; ADVENT PSI-OPS (MrShadowCX)
- ;+LootTables = ( TableName = "AdvRaptorM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- ;+LootTables = ( TableName = "AdvRaptorM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- ;+LootTables = ( TableName = "AdvRaptorM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- +LootTables = ( TableName = "AdvRaptorM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvRaptorM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvRaptorM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- ; +LootTables = ( TableName = "AdvWraithM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=10,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- ; +LootTables = ( TableName = "AdvWraithM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=10,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- ; +LootTables = ( TableName = "AdvWraithM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=10,MinCount=1,MaxCount=1,TableRef="WraithSuitBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvWraithM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvWraithM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvWraithM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2), Loots[2]=(Chance=10,MinCount=1,MaxCount=1,TableRef="WraithSuitBonus",RollGroup=3))
- ;+LootTables = ( TableName = "AdvDestroyerM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- ;+LootTables = ( TableName = "AdvDestroyerM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- ;+LootTables = ( TableName = "AdvDestroyerM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1))
- +LootTables = ( TableName = "AdvDestroyerM1_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvDestroyerM2_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- +LootTables = ( TableName = "AdvDestroyerM3_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=3,TemplateName="EleriumDust",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="WraithVestBonus",RollGroup=2))
- ; Localization Color Coded Names / D51FDB
- FriendlyName="<font color='#FF75CF'>Phase Drone Wreck</font>"
- DisplayName="<font color='#FF75CF'>Phase Drone Autopsy</font>"
- FriendlyName="<font color='#FF75CF'>Deployable Phase Drone</font>"
- FriendlyName="<font color='#FF75CF'>Wraith Vest</font>"
- ;################################################################################################
- ;################################################################################################
- ; ABILITY TO SLOT REASSIGNMENT (Musashi)
- ;------------------------------------------------------------------------------------------------
- ; There is AFAIK 2 typos in this mod, if you don't fix them, some abilities will not be available
- ;------------------------------------------------------------------------------------------------
- ; Look for this line below
- +AbilityWeaponCategories=(AbilityName=LongWatch, WeaponCategorySetName=SiperRifle)
- ; And change it to this
- +AbilityWeaponCategories=(AbilityName=LongWatch, WeaponCategorySetName=PrecisionRifles)
- ; Another Typo Fix
- +AbilityWeaponCategories=(AbilityName=Demolition, WeaponCategorySetName=Cannons)
- ;################################################################################################
- ;################################################################################################
- ; DEDICATED PISTOL SLOT 2.0 (Veehementia)
- ; I gave a Grenade Slot for every Class (except Grenadier and Spark)
- +AbilityUnlocksGrenadePocket=SwordSlice
- +AbilityUnlocksGrenadePocket=Squadsight
- ;+AbilityUnlocksGrenadePocket=LaunchGrenade
- ; Notes: Changed "Heavy Ordnance" to +2 Grenades instead of +1
- +AbilityUnlocksGrenadePocket=AidProtocol
- +AbilityUnlocksGrenadePocket=Soulfire
- ;+AbilityUnlocksGrenadePocket=Stasis
- ;+AbilityUnlocksGrenadePocket=Insanity
- ;+AbilityUnlocksGrenadePocket=Inspire
- ;+AbilityUnlocksGrenadePocket=Overdrive
- ;+AbilityUnlocksGrenadePocket=SkirmisherStrike
- +AbilityUnlocksGrenadePocket=Justice
- +AbilityUnlocksGrenadePocket=Shadow
- +AbilityUnlocksGrenadePocket=Rend
- ;-------------------------
- ; KEEPER CLASS - DENMOTHER
- ;-------------------------
- +AbilityUnlocksGrenadePocket=IRI_GrappleGun
- ; Another Config File
- +ADD_SLOT=(SOLDIER_CLASS="Rookie", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Specialist", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Grenadier", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Ranger", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- ;+ADD_SLOT=(SOLDIER_CLASS="Sharpshooter", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- ; Notes: Added "Pistol Expert" Perk / +1 more upgrade slot for Sniper Rifles (4)
- +ADD_SLOT=(SOLDIER_CLASS="PsiOperative", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Reaper", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Skirmisher", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- ;+ADD_SLOT=(SOLDIER_CLASS="Templar", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- ; Notes: Gauntlets +5 Piercing / Auto Pistol: +1 Damage, -1 Piercing, Quickdraw, +1 more upgrade slot (4) / Extra Perks (Supreme Focus, Psionic Guided Bullets, etc)
- ;------------
- ; NEW CLASSES
- ;------------
- +ADD_SLOT=(SOLDIER_CLASS="Psionic", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- +ADD_SLOT=(SOLDIER_CLASS="Keeper", WEAPON_CAT="pistol", ALLOW_EMPTY=false)
- ;################################################################################################
- ;################################################################################################
- ; AUTOPISTOL OVERHAUL (Iridar)
- OPEN_CLASS_WEAPON_RESTRICTIONS = false ; was true
- PISTOL_UPGRADES_AUTOPISTOLS = false; was true
- CONFIGURE_UPGRADE_SLOTS = false ; set this to "true" to make values below actually do anything
- PATCH_WEAPON_STATS = true;
- ; Increased Damage Range
- CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- MAGNETIC_BASEDAMAGE=(Damage=4, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- BEAM_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=50, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
- +CONVENTIONAL_ABILITIES=QuickDraw
- +MAGNETIC_ABILITIES=QuickDraw
- +BEAM_ABILITIES=QuickDraw
- ;################################################################################################
- ;################################################################################################
- ; COMPLETE PISTOL OVERHAUL (Veehementia)
- CONFIGURE_UPGRADE_SLOTS = false ; if set to false, pistols will have no upgrade slots available, and the values below will have no effect.
- PATCH_WEAPON_STATS = true ;if set to false, all values below will have no effect.
- ;CONVENTIONAL_BASEDAMAGE=(Damage=2, Spread=0, PlusOne=0, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- CONVENTIONAL_BASEDAMAGE=(Damage=2, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- ;LASER_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=0, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- ;MAGNETIC_BASEDAMAGE=(Damage=4, Spread=0, PlusOne=0, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- MAGNETIC_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- ;COIL_BASEDAMAGE=(Damage=5, Spread=0, PlusOne=0, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- ;BEAM_BASEDAMAGE=(Damage=6, Spread=0, PlusOne=0, Crit=3, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
- BEAM_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=50, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
- ;CHOSEN_BASEDAMAGE=(Damage=7, Spread=0, PlusOne=0, Crit=4, Pierce=5, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
- CHOSEN_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=50, Crit=3, Pierce=5, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
- ;ALIEN_CV_BASEDAMAGE=(Damage=2, Spread=0, PlusOne=0, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- ALIEN_CV_BASEDAMAGE=(Damage=2, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- ;ALIEN_MG_BASEDAMAGE=(Damage=4, Spread=0, PlusOne=0, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- ALIEN_MG_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- ;ALIEN_BM_BASEDAMAGE=(Damage=6, Spread=0, PlusOne=0, Crit=3, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
- ALIEN_BM_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=50, Crit=2, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
- ;################################################################################################
- ;################################################################################################
- ; VISUAL ATTACHMENTS FOR PISTOLS (Veehementia)
- ; Set to false, so everything is controlled by "Configure Upgrade Slots" Mod
- CONFIGURE_UPGRADE_SLOTS = false
- ;################################################################################################
- ;################################################################################################
- ; PISTOL EXPERT (Veehementia)
- ;------------------------------------------------------------------
- ; Perk Added to the Class via MyConfigEditsMod at XcomClassData.ini
- ;------------------------------------------------------------------
- ;SWAP_RETURNFIRE = true
- SWAP_RETURNFIRE = false
- ;CONVENTIONAL
- BONUS_DAMAGE_CV = 1
- BONUS_AIM_CV = 10
- BONUS_CRIT_CV = 10
- ;MAGNETIC
- BONUS_DAMAGE_MG = 1
- BONUS_AIM_MG = 10
- BONUS_CRIT_MG = 10
- ;BEAM
- BONUS_DAMAGE_BM = 1
- BONUS_AIM_BM = 10
- BONUS_CRIT_BM = 10
- ;################################################################################################
- ;################################################################################################
- ; IRIDAR VEST AND PLATING OVERHAUL (Iridar)
- ; Add SHIV character templates to the list to get a "Plating" Slot
- +AllowedCharacterTemplates = "SHIV_M1"
- +AllowedCharacterTemplates = "SHIV_M2"
- ;################################################################################################
- ;################################################################################################
- ; BEAM GRENADE LAUNCHER (InternetExploder)
- ; Localization Color Coded Names
- FriendlyName="<font color='#9D29A3'>Beam Grenade Launcher</font>"
- ;################################################################################################
- ;################################################################################################
- ; SPARK LAUNCHERS REDUX (RealityMachina)
- ; Localization Color Coded Names
- FriendlyName="<font color='#ECECEC'>Heavy Smoke Launcher</font>"
- FriendlyName="<font color='#27AAE1'>Heavy Support Launcher</font>"
- FriendlyName="<font color='#ECECEC'>Adapted Shoulder Launcher</font>"
- FriendlyName="<font color='#27AAE1'>Archer Launcher</font>"
- ;################################################################################################
- ;################################################################################################
- ; RESTRICT WEAPON UPGRADES (Veehementia)
- ; MY EDITS
- ; AimUpgrade_Bsc/_Adv/_Sup (Scope) -> Increases Aim.
- ; CritUpgrade_Bsc/_Adv/_Sup (Laser Sight) -> Increases Critical Chance.
- ; ReloadUpgrade_Bsc/_Adv/_Sup (Auto-Loader) -> Grants a limited number of free reloads per mission.
- ; FreeKillUpgrade_Bsc/_Adv/_Sup (Repeater) -> Small percent chance on hit to instantly kill a target.
- ; MissDamageUpgrade_Bsc/_Adv/_Sup (Stock) -> Guaranteed damage on missed shots.
- ; FreeFireUpgrade_Bsc/_Adv/_Sup (Hair Trigger) -> Small percent chance on hit to gain a free action.
- ; ClipSizeUpgrade_Bsc/_Adv/_Sup (Expanded Magazine) -> Increased magazine size.
- ;-------
- ; PISTOL
- ;-------
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ClipSizeUpgrade_Bsc")
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ClipSizeUpgrade_Adv")
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ClipSizeUpgrade_Sup")
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ReloadUpgrade_Bsc")
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ReloadUpgrade_Adv")
- +UpgradeConfig=(CategoryName="pistol", AttachmentName="ReloadUpgrade_Sup")
- ;-----------
- ; AUTOPISTOL
- ;-----------
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ClipSizeUpgrade_Bsc")
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ClipSizeUpgrade_Adv")
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ClipSizeUpgrade_Sup")
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ReloadUpgrade_Bsc")
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ReloadUpgrade_Adv")
- +UpgradeConfig=(CategoryName="sidearm", AttachmentName="ReloadUpgrade_Sup")
- ;-----------
- ; BOLTCASTER
- ;-----------
- +UpgradeConfig=(TemplateName="AlienHunterRifle_CV", AttachmentName="ClipSizeUpgrade_Bsc")
- +UpgradeConfig=(TemplateName="AlienHunterRifle_MG", AttachmentName="ClipSizeUpgrade_Adv")
- +UpgradeConfig=(TemplateName="AlienHunterRifle_BM", AttachmentName="ClipSizeUpgrade_Sup")
- ;################################################################################################
- ;################################################################################################
- ; CONFIGURE UPGRADE SLOTS (Musashi)
- ;+SlotConfig = (TemplateName=AlienHunterRifle_CV, NumUpgradeSlots=1)
- ;+SlotConfig = (TemplateName=AlienHunterRifle_MG, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=AlienHunterRifle_BM, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=AlienHunterPistol_CV, NumUpgradeSlots=1)
- ;+SlotConfig = (TemplateName=AlienHunterPistol_MG, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=AlienHunterPistol_BM, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=Sidearm_CV, NumUpgradeSlots=1)
- ;+SlotConfig = (TemplateName=Sidearm_MG, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=Sidearm_BM, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=ShardGauntlet_CV, NumUpgradeSlots=1)
- ;+SlotConfig = (TemplateName=ShardGauntlet_MG, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=ShardGauntlet_BM, NumUpgradeSlots=2)
- ;+SlotConfig = (TemplateName=ChosenRifle_XCOM, NumUpgradeSlots=4)
- ;+SlotConfig = (TemplateName=ChosenShotgun_XCOM, NumUpgradeSlots=4)
- ;+SlotConfig = (TemplateName=ChosenSniperRifle_XCOM, NumUpgradeSlots=4)
- ;+SlotConfig = (TemplateName=ChosenSniperPistol_XCOM, NumUpgradeSlots=4)
- ; Commented everything in the config file and added below:
- ;---------------
- ; XCOM Primaries
- ;---------------
- +SlotConfig = (TemplateName=AssaultRifle_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AssaultRifle_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AssaultRifle_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Shotgun_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Shotgun_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Shotgun_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=SniperRifle_CV, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=SniperRifle_MG, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=SniperRifle_BM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=Cannon_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Cannon_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Cannon_BM, NumUpgradeSlots=3)
- ;-----------------
- ; XCOM Secondaries
- ;-----------------
- +SlotConfig = (TemplateName=Sword_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Sword_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Sword_BM, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Gremlin_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Gremlin_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Gremlin_BM, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=Pistol_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Pistol_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Pistol_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=GrenadeLauncher_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=GrenadeLauncher_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=GrenadeLauncher_BM, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=PsiAmp_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=PsiAmp_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=PsiAmp_BM, NumUpgradeSlots=0)
- ;----------------------------
- ; SPARK Primary and Secondary
- ;----------------------------
- +SlotConfig = (TemplateName=SparkRifle_CV, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=SparkRifle_MG, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=SparkRifle_BM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=SparkBit_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=SparkBit_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=SparkBit_BM, NumUpgradeSlots=0)
- ;-----------------
- ; HEROES Primaries
- ;-----------------
- +SlotConfig = (TemplateName=Bullpup_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Bullpup_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=Bullpup_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=VektorRifle_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=VektorRifle_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=VektorRifle_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=ShardGauntlet_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=ShardGauntlet_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=ShardGauntlet_BM, NumUpgradeSlots=0)
- ;--------------------
- ; HEROES Secondaries
- ;--------------------
- +SlotConfig = (TemplateName=Sidearm_CV, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=Sidearm_MG, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=Sidearm_BM, NumUpgradeSlots=4)
- ;+SlotConfig = (TemplateName=Claymore, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=WristBlade_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=WristBlade_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=WristBlade_BM, NumUpgradeSlots=0)
- ;------------------------------
- ; TLE Primaries and Secondaries
- ;------------------------------
- +SlotConfig = (TemplateName=TLE_AssaultRifle_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_AssaultRifle_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_AssaultRifle_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Shotgun_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Shotgun_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Shotgun_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_SniperRifle_CV, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=TLE_SniperRifle_MG, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=TLE_SniperRifle_BM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=TLE_Cannon_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Cannon_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Cannon_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Sword_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=TLE_Sword_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=TLE_Sword_BM, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=TLE_Pistol_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Pistol_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=TLE_Pistol_BM, NumUpgradeSlots=3)
- ;----------------------------------------
- ; ALIEN HUNTERS Primaries and Secondaries
- ;----------------------------------------
- +SlotConfig = (TemplateName=AlienHunterRifle_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterRifle_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterRifle_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterPistol_CV, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterPistol_MG, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterPistol_BM, NumUpgradeSlots=3)
- +SlotConfig = (TemplateName=AlienHunterAxe_CV, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=AlienHunterAxe_MG, NumUpgradeSlots=0)
- +SlotConfig = (TemplateName=AlienHunterAxe_BM, NumUpgradeSlots=0)
- ;---------------------------------
- ; CHOSEN Primaries and Secondaries
- ;---------------------------------
- +SlotConfig = (TemplateName=ChosenRifle_XCOM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=ChosenShotgun_XCOM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=ChosenSniperRifle_XCOM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=ChosenSniperPistol_XCOM, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=ChosenSword_XCOM, NumUpgradeSlots=0)
- ;----------------
- ; SHIV MOD CANNON
- ;----------------
- +SlotConfig = (TemplateName=Cannon_SHIV_M1, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=Cannon_SHIV_M2, NumUpgradeSlots=4)
- +SlotConfig = (TemplateName=Cannon_SHIV_M3, NumUpgradeSlots=4)
- ;------------------------------------
- ; ADVENT WARLOCK PSIONIC REAPER RIFLE
- ;------------------------------------
- +SlotConfig = (TemplateName=Weapon_AshXcomPsionicReaper, NumUpgradeSlots=3)
- ;################################################################################################
- ;################################################################################################
- ; CONFIGURABLE CHOSEN WEAPONS UPGRADES (Boundir)
- ; MY EDITS
- ; AimUpgrade_Bsc/_Adv/_Sup (Scope) ->
- ; CritUpgrade_Bsc/_Adv/_Sup (Laser Sight) ->
- ; ReloadUpgrade_Bsc/_Adv/_Sup (Auto-Loader) -> Grants a limited number of free reloads per mission.
- ; FreeKillUpgrade_Bsc/_Adv/_Sup (Repeater) -> MOD: CRITICAL DAMAGE BONUS
- ; MissDamageUpgrade_Bsc/_Adv/_Sup (Stock) -> MOD: REACTION FIRE CHANCE BONUS
- ; FreeFireUpgrade_Bsc/_Adv/_Sup (Hair Trigger) -> MOD: EXTRA SHOT CHANCE, IF FIRST ONE MISSES
- ; ClipSizeUpgrade_Bsc/_Adv/_Sup (Expanded Magazine) -> Increased magazine size.
- ; NEW VALUES
- ; Chosen Rifle Weapon Upgrades
- +ChosenRifleUpgrades="AimUpgrade_Sup"
- +ChosenRifleUpgrades="ClipSizeUpgrade_Sup"
- +ChosenRifleUpgrades="FreeFireUpgrade_Sup"
- +ChosenRifleUpgrades="MissDamageUpgrade_Sup"
- ; Chosen Sniper Rifle Weapon Upgrades
- +ChosenSniperRifleUpgrades="AimUpgrade_Sup"
- +ChosenSniperRifleUpgrades="ReloadUpgrade_Sup"
- +ChosenSniperRifleUpgrades="ClipSizeUpgrade_Sup"
- +ChosenSniperRifleUpgrades="FreeFireUpgrade_Sup"
- ; Chosen Shotgun Weapon Upgrades
- +ChosenShotgunUpgrades="CritUpgrade_Sup"
- +ChosenShotgunUpgrades="ClipSizeUpgrade_Sup"
- +ChosenShotgunUpgrades="FreeFireUpgrade_Sup"
- +ChosenShotgunUpgrades="FreeKillUpgrade_Sup"
- ;################################################################################################
- ;################################################################################################
- ; REVISED WEAPON UPGRADES (Musashi)
- ; Commented these lines below to keep vanilla versions
- ; Laser Sight
- ;+OverrideAttachment=CritUpgrade_Bsc
- ;+OverrideAttachment=CritUpgrade_Adv
- ;+OverrideAttachment=CritUpgrade_Sup
- ;Autoload
- ;+OverrideAttachment=ReloadUpgrade_Bsc
- ;+OverrideAttachment=ReloadUpgrade_Adv
- ;+OverrideAttachment=ReloadUpgrade_Sup
- ;################################################################################################
- ;################################################################################################
- ; EXTRA ABILITIES FOR CHOSEN WEAPONS (Iridar)
- ; Don't remember what I changed
- ;################################################################################################
- ;################################################################################################
- ; CUT CONTENT PSIONICS [WOTC] (MrShadowCX)
- ;AMPBOOSTER_BONUS = 10
- ;NEUROWHIP_BONUS = 20
- AMPBOOSTER_BONUS = 15
- NEUROWHIP_BONUS = 30
- ;AMPBOOSTER_SUPPLYCOST = 50
- ;NEUROWHIP_SUPPLYCOST = 200
- ;AMPBOOSTER_SELLVALUE = 10
- ;NEUROWHIP_SELLVALUE = 25
- AMPBOOSTER_SUPPLYCOST = 40
- NEUROWHIP_SUPPLYCOST = 120
- AMPBOOSTER_SELLVALUE = 10
- NEUROWHIP_SELLVALUE = 30
- ;---------------------------------------------------------------------------------------------------------------------------------------------------------------
- ; ITS IMPOSSIBLE to craft normally, its bugged somewhere. But I added a crafting entry at the Proving Grounds Overhaul 2 and its now possible to craft it there.
- ;
- ; COMMENTED EVERYTHING on XcomGameCore.ini since this PCS doesn't work with Psionics WOTC, Its better to remove it from loot/market lists
- ;---------------------------------------------------------------------------------------------------------------------------------------------------------------
- ;################################################################################################
- ;################################################################################################
- ; FROST MUNITIONS (Hotl3looded)
- bEnableExperimentalFrostGrenade = false
- ;################################################################################################
- ;################################################################################################
- ; ADDITIONAL AMMO TYPES (Mitzruti)
- ;Add the ammo from this pack to the potential choices in bullet roulette
- ;+AmmoTemplateNames = MZVampireRounds
- ;+AmmoTemplateNames = MZExplosiveRounds
- ;and this is where you can disable any of the rounds you don't want
- Vampire_Enable = false ; was true
- Explode_Enable = false ; was true
- ; Zombie Types for Silvered Rounds
- +IncludeTypes=TheLostBrute
- ; Localization Color Coded Names
- FriendlyName="<font color='#F0DA4D'>AntiViolet Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Explosive Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Micro Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Enervative Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Scramble Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Shredder Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Silvered Rounds</font>"
- FriendlyName="<font color='#F0DA4D'>Vampire Rounds</font>"
- ;################################################################################################
- ;################################################################################################
- ; ADDITIONAL VEST TYPES (Mitzruti)
- ;<font color='#F0DA4D'>XXXXXXXX</font>
- ; Localization Color Coded Names
- FriendlyName="<font color='#F0DA4D'>Mach Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Spectral Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Flux Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Bubble Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Automend Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Mind Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Shimmer Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Regen Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Scab Weave</font>"
- FriendlyName="<font color='#F0DA4D'>Blast Weave</font>"
- ;################################################################################################
- ;################################################################################################
- ; LW2 UTILITY PLATING (Favid)
- CERAMIC_PLATING_HP=1
- ALLOY_PLATING_HP=2
- CHITIN_PLATING_HP=3
- CARAPACE_PLATING_HP=4
- ;################################################################################################
- ;################################################################################################
- ; ADVENT PISTOL (Iridar)
- ;DROP_CHANCE = 10
- DROP_CHANCE = 20
- ;################################################################################################
- ;################################################################################################
- ; RETURN GTS PERKS FROM FACTION ORDERS (KimKast)
- ;-------------------------------------------
- ; Should keep this as Resistance Order Cards
- ;-------------------------------------------
- ;bTURN_BETWEENTHEEYES = true
- bTURN_BETWEENTHEEYES = false
- ;bTURN_WEAKPOINTS = true
- bTURN_WEAKPOINTS = false
- ;bTURN_ARTOFWAR = true
- bTURN_ARTOFWAR = false
- ;--------------------------------------
- ; I ONLY WANT THESE AS GTS BOUGHT PERKS
- ;--------------------------------------
- ; Lightning Strike Reapers 125 Supplies Rank 3 (+3 Mobility for the first 2 turns in stealth)
- bTURN_LIGHTNINGSTRIKE = true
- ; Vulture Skirmisher 50 Supplies Rank 0 (Extra Loot)
- bTURN_VULTURE = true
- ; Stay with Me Templars 200 Supplies Rank 6 (Bleed, not die)
- bTURN_STAYWITHME = true
- ;################################################################################################
- ;################################################################################################
- ; I'M THE COMMANDER HERE (Dare)
- ; Increases XCOM Random Perks from 4 to 6 (full)
- XComHeadquarters_NumAWCAbilities = 6 ; was 4
- ;################################################################################################
- ;################################################################################################
- ; MECHATRONIC WARFARE: TOTAL SPARK OVERHAUL (NotSoLoneWolf)
- ;-----------------------
- ; ORIGINAL FOR REFERENCE
- ;-----------------------
- ; And now we re-add the SoldierRanks with our custom ability tree
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Reboot")), \\
- (AbilityType=(AbilityName="RepairMW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="Overdrive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="RoboticChassis", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Arsenal", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=0), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=25), (StatType=eStat_CombatSims,StatAmount=1)))
- ; corporal
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Collateral", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="KineticStrike", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="AdaptiveAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; sergeant
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="HeavyRepair", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="ConcussiveStrike", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="RapidRepair", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; lieutenant
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="LayeredArmour")), \\
- (AbilityType=(AbilityName="Obliterator")), \\
- (AbilityType=(AbilityName="Rainmaker", ApplyToWeaponSlot=eInvSlot_Unknown))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; captain
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="RedundantSystems")), \\
- (AbilityType=(AbilityName="BrawlerProtocol", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Bombardment", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; major
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Triangulation")), \\
- (AbilityType=(AbilityName="LightningStrikeMW", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Neutralize", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; colonel
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Sacrifice", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Supernova", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Overclock", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ;------------------------------------------------------------------------------------------------
- ; MY CHANGES - ADDED THE POSSIBILITY TO BUY RANDOM XCOM PERKS WITH "I'M THE COMMANDER" HERE MOD
- ; Attention, this only adds Blank slots, they will stay blank till you "buy" a perk with said mod
- ;------------------------------------------------------------------------------------------------
- ; And now we re-add the SoldierRanks with our custom ability tree
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Reboot")), \\
- (AbilityType=(AbilityName="RepairMW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="Overdrive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="RoboticChassis", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Arsenal", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=0), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=25), (StatType=eStat_CombatSims,StatAmount=1)))
- ; corporal
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Collateral", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="KineticStrike", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="AdaptiveAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; sergeant
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="HeavyRepair", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="ConcussiveStrike", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="RapidRepair", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; lieutenant
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="LayeredArmour")), \\
- (AbilityType=(AbilityName="Obliterator")), \\
- (AbilityType=(AbilityName="Rainmaker", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; captain
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="RedundantSystems")), \\
- (AbilityType=(AbilityName="BrawlerProtocol", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Bombardment", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; major
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Triangulation")), \\
- (AbilityType=(AbilityName="LightningStrikeMW", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Neutralize", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ; colonel
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Sacrifice", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Supernova", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
- (AbilityType=(AbilityName="Overclock", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- ()), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ;################################################################################################
- ;################################################################################################
- ; JANE KELLY STARTING SOLDIER (Lago)
- ;SoldierClass = "Ranger"
- SoldierClass = "Specialist"
- ;################################################################################################
- ;################################################################################################
- ; BONDMATES WITH MORE BENEFITS (Jace the Ace)
- ; Uncommented line below
- +bIncludeSparks=true
- ;################################################################################################
- ;################################################################################################
- ; AWC EXPANDED (Shaokere)
- ;If you are using Metal Over Flesh or another Mod that gives SPARKs a utility slot, put a semi-colon in front of each of these lines to comment them out and add them to the SPARK AWC pool.
- ;+ExcludedAbilities="VolatileMix"
- ;+ExcludedAbilities="LW2WotC_BluescreenBombs"
- ;+ExcludedAbilities="LW2WotC_Bombardier"
- ;+ExcludedAbilities="LW2WotC_HEATWarheads"
- ;+ExcludedAbilities="LW2WotC_RapidDeployment"
- ;And if you’re using Metal Over Flesh or another mod that gives SPARKs the ability to Suppress, remove the semi-colon in front of this line:
- +ExcludedAbilities="Suppression"
- ;…And put a semi-colon in front of these ones:
- ;+ExcludedAbilities="F_Havoc"
- ;+ExcludedAbilities="F_SuppressingFire"
- ;+ExcludedAbilities="LW2WotC_Lockdown"
- ;+ExcludedAbilities="MZDisablingSuppression"
- ;################################################################################################
- ;################################################################################################
- ; RESTORED SITREPs (RealityMachina)
- ; Commented to disable
- ;+SitReps="Fireteam" ;Only 2 soldiers, I don't think its worth the time.
- ;+SitReps="Juggernaut" ;Disabled by default
- ;+SitReps="Advanced" ;Several missions with less enemies but didn't see any of the supposed advanced units... I think it only uses upgraded tiers of current FL units instead of new unit types with high Force Level req.
- ;+SitReps="Phalanx" ;With POD Size Increase, this is borderline Impossible
- ;################################################################################################
- ;################################################################################################
- ; PROVING GROUNDS OVERHAUL 2 - Custom Projects & Bridges (Hotl3looded)
- ;------------------------------------------------------------------------------------
- ; Too many changes, "PCS" and "Weapon Upgrades" are listed on a separated backup file
- ;------------------------------------------------------------------------------------
- ;----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- ; Since "CUT CONTENT PSIONICS [WOTC] by MrShadowCX" seems to be bugged or in conflict, the code below make it possible to craft the Ampbooster and Neurowhip on the Proving Grounds
- ;----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------
- ; CRAFT AMPBOOSTER --- Proving Grounds Overhaul 2 --- Add-On -----
- ;-----------------------------------------------------------------
- [AmpBooster X2TechTemplate]
- PointsToComplete=480
- Requirements=(RequiredTechs[0]="AutopsySectoid", RequiredTechs[1]="Psionics")
- Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ArtifactCosts[0]=(ItemTemplateName="CorpseSectoid", Quantity=1))
- [AmpBooster_Diff_3 X2TechTemplate]
- PointsToComplete=720
- Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ArtifactCosts[0]=(ItemTemplateName="CorpseSectoid", Quantity=1))
- ;-----------------------------------------------------------------
- ; CRAFT NEUROWHIP --- Proving Grounds Overhaul 2 --- Add-On ------
- ;-----------------------------------------------------------------
- [Neurowhip X2TechTemplate]
- PointsToComplete=720
- Requirements=(RequiredTechs[0]="Psionics", RequiredTechs[1]="AutopsyGatekeeper")
- Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ArtifactCosts[0]=(ItemTemplateName="CorpseGatekeeper", Quantity=1), ArtifactCosts[1]=(ItemTemplateName="AmpBooster", Quantity=1))
- [Neurowhip_Diff_3 X2TechTemplate]
- PointsToComplete=1080
- Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=80), ArtifactCosts[0]=(ItemTemplateName="CorpseGatekeeper", Quantity=1), ArtifactCosts[1]=(ItemTemplateName="AmpBooster", Quantity=1))
- ;################################################################################################
- ;################################################################################################
- ; BLACK MARKET TRADES INTEL (krj12)
- ;SALE_PERCENT = 100
- SALE_PERCENT = 50
- ;################################################################################################
- ;################################################################################################
- ; COVER DAMAGE REDUCTION (Anisotropic)
- ;HALFCOVER_DMG_REDUCTION = 0.33
- HALFCOVER_DMG_REDUCTION = 0
- ;################################################################################################
- ;################################################################################################
- ; EXTRACT CORPSES (Maluco Marinero)
- ; Don't remember the default values
- FultonItemEnabled=true
- FultonCharges=5
- FultonSupplyCost=10
- FultonBlackMarketCost=5
- FultonExtractRange=288
- FultonActionCost=1
- [ExtractCorpsesWOTC.ExtractCorpses_EnableCarrying]
- ;------------------------
- ; MODDED ENEMIES INCLUDED
- ;------------------------
- ; Advent Duelist
- ; Advent Medic
- ; Berserker Omega
- ; Celatid Alien
- ; Corrupt Avatar
- ; EU Berserker
- ; Muton Harrier
- ; Sectoid Abductor
- ; Advent Warlock
- ; Black Ice Codex
- ; Flame Viper
- ; Muton Destroyer
- ; Valentine Viper
- ; Children of the King 2.0
- ; Advent Psi Ops
- ; Bio Division 2.0
- ; ABA - A Better Advent
- ; ABA - A Better DLC
- ;--------------------------------------------------------------------------------------------------------------------------------------------------------------
- ; IMPORTANT: Some enemies don't have a new corpse (and uses a vanilla equivalent or just none), but since it can be added later, this code already cover for it
- ;--------------------------------------------------------------------------------------------------------------------------------------------------------------
- ; ADVENT DUELIST
- +CarryableCharacterGroups="AdventDuelist"
- +CarryableCharacterGroups="AdventDuelistM1"
- +CarryableCharacterGroups="AdventDuelistM2"
- +CarryableCharacterGroups="AdventDuelistM3"
- ; ADVENT MEDIC
- +CarryableCharacterGroups="AdvMedic"
- +CarryableCharacterGroups="AdvMedicM1"
- +CarryableCharacterGroups="AdvMedicM2"
- +CarryableCharacterGroups="AdvMedicM3"
- ; BERSERKER OMEGA
- +CarryableCharacterGroups="BerserkerOmega"
- ; CELATID ALIEN
- +CarryableCharacterGroups="CelatidAlien"
- +CarryableCharacterGroups="CelatidGrub"
- +CarryableCharacterGroups="CelatidPupa"
- +CarryableCharacterGroups="CelatidAdult"
- ; CORRUPT AVATAR
- +CarryableCharacterGroups="CorruptAvatar"
- +CarryableCharacterGroups="FinaleCorruptAvatar"
- +CarryableCharacterGroups="CorruptZombie"
- +CarryableCharacterGroups="CorruptZombieHuman"
- ; EU BERSERKER
- +CarryableCharacterGroups="EUBerserker"
- ; MUTON HARRIER
- +CarryableCharacterGroups="Muton_Harrier"
- +CarryableCharacterGroups="Muton_Beleaguer"
- +CarryableCharacterGroups="Muton_Harrier_Captain"
- +CarryableCharacterGroups="Muton_Beleaguer_Captain"
- +CarryableCharacterGroups="Muton_Devastator"
- ; SECTOID ABDUCTOR
- +CarryableCharacterGroups="SectoidAbductor"
- +CarryableCharacterGroups="SectoidAbductorM2"
- ; ADVENT WARLOCK
- +CarryableCharacterGroups="AshAdvWarlock"
- +CarryableCharacterGroups="AshAdvWarlockM1"
- +CarryableCharacterGroups="AshAdvWarlockM2"
- +CarryableCharacterGroups="AshAdvWarlockM3"
- +CarryableCharacterGroups="AshAdvWarlockM4"
- ; BLACK ICE CODEX
- +CarryableCharacterGroups="AshBlackIceCodex"
- +CarryableCharacterGroups="AshBlackIceCodexM1"
- +CarryableCharacterGroups="AshBlackIceCodexM2"
- +CarryableCharacterGroups="AshBlackIceCodexM3"
- ; FLAME VIPER
- +CarryableCharacterGroups="AshFlameViper"
- +CarryableCharacterGroups="AshFlameViperM1"
- +CarryableCharacterGroups="AshFlameViperM2"
- +CarryableCharacterGroups="AshFlameViperM3"
- ; MUTON DESTROYER
- +CarryableCharacterGroups="AshMutonDestroyer"
- +CarryableCharacterGroups="AshMutonDestroyerM1"
- +CarryableCharacterGroups="AshMutonDestroyerM2"
- +CarryableCharacterGroups="AshMutonDestroyerM3"
- ; VALENTINE VIPER
- +CarryableCharacterGroups="ValentinesViper"
- +CarryableCharacterGroups="ValentinesViperM1"
- +CarryableCharacterGroups="ValentinesViperM2"
- +CarryableCharacterGroups="ValentinesViperM3"
- ; CHILDREN OF THE KING 2.0
- +CarryableCharacterGroups="ViperPrince"
- +CarryableCharacterGroups="ViperPrince1"
- +CarryableCharacterGroups="ViperPrince2"
- +CarryableCharacterGroups="ViperPrince3"
- +CarryableCharacterGroups="ViperPrincess"
- ; ADVENT PSI-OPS
- +CarryableCharacterGroups="AdvWraith"
- +CarryableCharacterGroups="AdvWraithM1"
- +CarryableCharacterGroups="AdvWraithM2"
- +CarryableCharacterGroups="AdvWraithM3"
- +CarryableCharacterGroups="AdvRaptor"
- +CarryableCharacterGroups="AdvRaptorM1"
- +CarryableCharacterGroups="AdvRaptorM2"
- +CarryableCharacterGroups="AdvRaptorM3"
- +CarryableCharacterGroups="AdvDestroyer"
- +CarryableCharacterGroups="AdvDestroyerM1"
- +CarryableCharacterGroups="AdvDestroyerM2"
- +CarryableCharacterGroups="AdvDestroyerM3"
- +CarryableCharacterGroups="PsiDrone"
- +CarryableCharacterGroups="PsiDroneM1"
- +CarryableCharacterGroups="PsiDroneM2"
- +CarryableCharacterGroups="PsiDroneM3"
- ; BIO DIVISION 2.0
- +CarryableCharacterGroups="BioViperSilver"
- +CarryableCharacterGroups="BioViperGold"
- +CarryableCharacterGroups="AdvBioCaptainM1"
- +CarryableCharacterGroups="AdvBioCaptainM2"
- +CarryableCharacterGroups="AdvBioCaptainM3"
- +CarryableCharacterGroups="AdvBioTrooperM1"
- +CarryableCharacterGroups="AdvBioTrooperM2"
- +CarryableCharacterGroups="AdvBioTrooperM3"
- +CarryableCharacterGroups="AdvBioAssaultTrooperM2"
- +CarryableCharacterGroups="AdvBioAssaultTrooperM3"
- +CarryableCharacterGroups="AdvBioAssaultTrooperM2B"
- +CarryableCharacterGroups="AdvBioAssaultTrooperM3B"
- +CarryableCharacterGroups="AdvBioRocketTrooperM2"
- +CarryableCharacterGroups="AdvBioRocketTrooperM3"
- +CarryableCharacterGroups="BioMEC"
- +CarryableCharacterGroups="BioMecTrooper"
- +CarryableCharacterGroups="BioFaceless"
- +CarryableCharacterGroups="BioFacelessM2"
- +CarryableCharacterGroups="BioZerker"
- +CarryableCharacterGroups="AdvBioTrooperFakeM1"
- +CarryableCharacterGroups="AdvBioTrooperFakeM2"
- +CarryableCharacterGroups="AdvBioTrooperFakeM3"
- +CarryableCharacterGroups="BioLost"
- +CarryableCharacterGroups="BioLostBleeder"
- +CarryableCharacterGroups="AdvBioGeneralM1A"
- +CarryableCharacterGroups="AdvBioGeneralM2A"
- +CarryableCharacterGroups="AdvBioGeneralM3A"
- +CarryableCharacterGroups="AdvBioGeneralM2B"
- +CarryableCharacterGroups="AdvBioGeneralM3B"
- +CarryableCharacterGroups="AdvBioGeneralM1C"
- +CarryableCharacterGroups="AdvBioGeneralM2C"
- +CarryableCharacterGroups="AdvBioGeneralM3C"
- +CarryableCharacterGroups="AdvBioGeneralM2D"
- +CarryableCharacterGroups="AdvBioGeneralM3D"
- ; ABA: A BETTER ADVENT
- +CarryableCharacterGroups="TheLostBoomer"
- +CarryableCharacterGroups="TheLostBoomerHP2"
- +CarryableCharacterGroups="TheLostBoomerHP3"
- +CarryableCharacterGroups="TheLostBoomerHP4"
- +CarryableCharacterGroups="TheLostBoomerHP5"
- +CarryableCharacterGroups="TheLostBoomerHP6"
- +CarryableCharacterGroups="TheLostBoomerHP7"
- +CarryableCharacterGroups="TheLostBoomerHP8"
- +CarryableCharacterGroups="TheLostBoomerHP9"
- +CarryableCharacterGroups="TheLostBoomerHP10"
- +CarryableCharacterGroups="TheLostBoomerHP11"
- +CarryableCharacterGroups="TheLostBoomerHP12"
- +CarryableCharacterGroups="TheLostBoomerHP13"
- +CarryableCharacterGroups="TheLostBoomerHP14"
- +CarryableCharacterGroups="TheLostBoomerHP15"
- +CarryableCharacterGroups="TheLostBoomerHP16"
- +CarryableCharacterGroups="TheLostBoomerHP17"
- +CarryableCharacterGroups="TheLostBoomerHP18"
- +CarryableCharacterGroups="TheLostBoomerHP19"
- +CarryableCharacterGroups="TheLostBoomerHP20"
- +CarryableCharacterGroups="TheLostBoomerHP21"
- +CarryableCharacterGroups="TheLostBoomerHP22"
- +CarryableCharacterGroups="AdvDroneM1"
- +CarryableCharacterGroups="AdvDroneM2"
- +CarryableCharacterGroups="AdvDroneM3"
- +CarryableCharacterGroups="MutonCaptain"
- +CarryableCharacterGroups="MutonChampion"
- +CarryableCharacterGroups="AdvSkirmisherM1"
- +CarryableCharacterGroups="AdvSkirmisherM2"
- +CarryableCharacterGroups="AdvSkirmisherM3"
- +CarryableCharacterGroups="AdvTrooperSentinelM1"
- +CarryableCharacterGroups="AdvTrooperSentinelM2"
- +CarryableCharacterGroups="AdvTrooperPistolM1"
- +CarryableCharacterGroups="AdvTrooperSentinelM3"
- +CarryableCharacterGroups="AdvTrooperPistolM2"
- +CarryableCharacterGroups="AdvTrooperPistolM3"
- +CarryableCharacterGroups="AdvTrooperArmorM1"
- +CarryableCharacterGroups="AdvTrooperArmorM2"
- +CarryableCharacterGroups="AdvTrooperArmorM3"
- +CarryableCharacterGroups="AdvTrooperHeavyM1"
- +CarryableCharacterGroups="AdvTrooperHeavyM2"
- +CarryableCharacterGroups="AdvTrooperHeavyM3"
- +CarryableCharacterGroups="AdvTrooperShotgunM1"
- +CarryableCharacterGroups="AdvTrooperShotgunM2"
- +CarryableCharacterGroups="AdvTrooperShotgunM3"
- +CarryableCharacterGroups="AdvTrooperGrenadeM1"
- +CarryableCharacterGroups="AdvTrooperGrenadeM2"
- +CarryableCharacterGroups="AdvTrooperGrenadeM3"
- +CarryableCharacterGroups="AdvTrooperEnviroM1"
- +CarryableCharacterGroups="AdvTrooperEnviroM2"
- +CarryableCharacterGroups="AdvTrooperEnviroM3"
- +CarryableCharacterGroups="AdvTrooperCannonM1"
- +CarryableCharacterGroups="AdvTrooperCannonM2"
- +CarryableCharacterGroups="AdvTrooperCannonM3"
- +CarryableCharacterGroups="AdvTrooperSniperM1"
- +CarryableCharacterGroups="AdvTrooperSniperM2"
- +CarryableCharacterGroups="AdvTrooperSniperM3"
- +CarryableCharacterGroups="AdvCaptainPsiM1"
- +CarryableCharacterGroups="AdvCaptainPsiM2"
- +CarryableCharacterGroups="AdvCaptainPsiM3"
- +CarryableCharacterGroups="AdvCaptainPsiM1"
- +CarryableCharacterGroups="AdvCaptainPsiM4"
- +CarryableCharacterGroups="AdvCaptainPsiM2"
- +CarryableCharacterGroups="AdvCaptainPsiM3"
- +CarryableCharacterGroups="AdvCaptainPsiM4"
- +CarryableCharacterGroups="AdvShieldbearerTechM2"
- +CarryableCharacterGroups="AdvShieldbearerTechM3"
- +CarryableCharacterGroups="AdvShieldbearerSniperM2"
- +CarryableCharacterGroups="AdvShieldbearerSniperM3"
- +CarryableCharacterGroups="AdvStunLancerShotgunM1"
- +CarryableCharacterGroups="AdvStunLancerShotgunM2"
- +CarryableCharacterGroups="AdvStunLancerShotgunM3"
- +CarryableCharacterGroups="AdvStunLancerTazerM1"
- +CarryableCharacterGroups="AdvStunLancerTazerM2"
- +CarryableCharacterGroups="AdvStunLancerTazerM3"
- +CarryableCharacterGroups="AutoDoc_M1"
- +CarryableCharacterGroups="AutoDoc_M2"
- +CarryableCharacterGroups="AdvAcidMEC_M2"
- +CarryableCharacterGroups="AdvSupportMEC_M1"
- +CarryableCharacterGroups="AdvSupportMEC_M2"
- +CarryableCharacterGroups="ABAChryssalidM1"
- +CarryableCharacterGroups="ABAChryssalidM2"
- +CarryableCharacterGroups="ABAChryssalidM3"
- +CarryableCharacterGroups="ABAChryssalidM4"
- +CarryableCharacterGroups="ChryssalidSpitter"
- +CarryableCharacterGroups="ChryssalidDaddy"
- +CarryableCharacterGroups="ChryssalidMommy"
- +CarryableCharacterGroups="ChryssalidAbomination"
- +CarryableCharacterGroups="ViperBoa"
- +CarryableCharacterGroups="Wyvern"
- +CarryableCharacterGroups="ViperMamba"
- +CarryableCharacterGroups="ViperM4"
- +CarryableCharacterGroups="SectoidTrooper"
- +CarryableCharacterGroups="SectoidMindbender"
- +CarryableCharacterGroups="SectoidPuppeteer"
- +CarryableCharacterGroups="SectoidTrooperM4"
- +CarryableCharacterGroups="SectoidMindbenderM4"
- +CarryableCharacterGroups="SectoidPuppeteerM4"
- +CarryableCharacterGroups="PsiPuppet"
- +CarryableCharacterGroups="PsiPuppetArmor"
- +CarryableCharacterGroups="PsiPuppetRevive"
- +CarryableCharacterGroups="PsiPuppetRunner"
- +CarryableCharacterGroups="PsiPuppetM3"
- +CarryableCharacterGroups="PsiPuppetArmorM3"
- +CarryableCharacterGroups="PsiPuppetReviveM3"
- +CarryableCharacterGroups="PsiPuppetRunnerM3"
- +CarryableCharacterGroups="BerserkerM4"
- +CarryableCharacterGroups="BerserkerFire"
- +CarryableCharacterGroups="BerserkerFireM4"
- +CarryableCharacterGroups="MutonDragonrounds"
- +CarryableCharacterGroups="MutonVenomrounds"
- +CarryableCharacterGroups="MutonM4"
- +CarryableCharacterGroups="CodexICE"
- +CarryableCharacterGroups="CodexAdvent"
- +CarryableCharacterGroups="CodexSplitter"
- +CarryableCharacterGroups="CodexBomber"
- +CarryableCharacterGroups="CodexM4"
- +CarryableCharacterGroups="SpectreM4"
- +CarryableCharacterGroups="Shoggoth"
- ; ABA: A Better DLC
- +CarryableCharacterGroups="AdventCryoPriest"
- +CarryableCharacterGroups="AdventCryoPriestM2"
- +CarryableCharacterGroups="AdventCryoPriestM3"
- +CarryableCharacterGroups="AdventSpark"
- +CarryableCharacterGroups="AdventSparkM1"
- +CarryableCharacterGroups="AdventSparkM2"
- +CarryableCharacterGroups="AdventSparkM3"
- +CarryableCharacterGroups="AdventTitan"
- +CarryableCharacterGroups="AdventTitanM1"
- +CarryableCharacterGroups="AdventTitanM2"
- +CarryableCharacterGroups="AdventTitanM3"
- ###############################################################################################
- ###############################################################################################
- ; FACILITIES+ (Oni)
- Infirmary = false ; was true
- PsiLab = false ; was true
- PsiLab_UseScientist = false ; was true
- ;################################################################################################
- ;################################################################################################
- ; BETTER LABORATORY (Anisotropic)
- ; based on number of slots filled by scientists
- fLabIntelBonus[0] = 0.0
- fLabIntelBonus[1] = 0.25
- fLabIntelBonus[2] = 0.5
- ; materials rebate (eg 0.5 = 50% rebate)
- fLabRebate[0] = 0.0
- fLabRebate[1] = 0.15
- fLabRebate[2] = 0.3
- ; 20% variance in rebates by default
- iRewardVariance=20
- ; for compatibility with 4 lab slots mod -- no increased bonuses
- fLabIntelBonus[3] = 1.0
- fLabIntelBonus[4] = 1.0
- fLabRebate[3] = 0.75
- fLabRebate[4] = 0.75
- ;################################################################################################
- ;################################################################################################
- ; ALPHA WORKSHOP OVERHAUL (Alpha115)
- ;---------------------------------------------------------------------------------------------------------------------------------------------------
- ; MY NOTES:
- ; New Building = 250 + 150 + 125 (475 Total) / Power Consumption = -3 -2 -2 (-7 Total)
- ; New Upkeep = 30 + 20 + 20 (70 Total)
- ; Notes: If month = 24 Days, then 24 (Days) x 2 (Supplies) x 3 (ENG) = 144 Supplies per Month - 70 Upkeep = 74 Supplies per Month.
- ; If considering building costs + energy costs, that seems fine. Will take 6,4 months to pay for its construction and start generate net positive.
- ;
- ; Changed Power Consumption for the Vanilla Upgrade from -2 to 0. The Second Upgrade still needs 2 power.
- ; +iPower=-2
- ; +iPower=0
- ;
- ; NOT really happy with this, but the use of a alternative limited to only config edits to turn Upkeep into Revenue (+zero power consumption) failed
- ;
- ;---------------------------------------------------------------------------------------------------------------------------------------------------
- ;FixedAmount = 5
- FixedAmount = 2
- ;################################################################################################
- ;################################################################################################
- ; FLAWLESS MOD (krj12)
- ;ABILITY POINT REWARD
- GiveAbilityPointRewardFlag=Y
- AbilityPointReward=3,6
- ;################################################################################################
- ;################################################################################################
- ; AP FARMING (Hotl3looded)
- ;-------------
- ; MY ADDITIONS
- ;-------------
- +arrAPFarmingEnemyList=(CharName="BerserkerOmega", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="CorruptAvatar", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ViperPrince1", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ViperPrince2", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ViperPrince3", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ViperPrincess", APReward=2, Article="a")
- ; ABA Primes
- +arrAPFarmingEnemyList=(CharName="AndromedonM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ArchonM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="BerserkerM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="BerserkerFireM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="StealthSectopod", APReward=4, Article="a")
- +arrAPFarmingEnemyList=(CharName="GatekeeperM4", APReward=4, Article="a")
- +arrAPFarmingEnemyList=(CharName="MutonM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="SectoidTrooperM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="SectoidMindbenderM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="SectoidPuppeteerM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="SpectreM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="ViperM4", APReward=2, Article="a")
- ; Uncertain Template Names
- +arrAPFarmingEnemyList=(CharName="ABAChryssalidM4", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="CodexICE", APReward=2, Article="a")
- +arrAPFarmingEnemyList=(CharName="CodexM4", APReward=2, Article="a")
- ;################################################################################################
- ;################################################################################################
- ; ABILITY EDITOR (Boundir)
- ;---------------
- ; ITEM ABILITIES
- ;---------------
- ; Item "Hunter Axe"
- ; Status: OK / Didn't like
- ;+Abilities = (AbilityName=ThrowAxe, APCost=1, FreeAction=false, EndsTurn=false, AmmoCost=1)
- ; Item "Shadowkeeper"
- ; Status: OK
- +Abilities = (AbilityName=ShadowFall, APCost=1, EndsTurn=true, Cooldown=6, DoNotConsumeAllActionsWith[0]=Quickdraw, DoNotConsumeAllActionsWith[1]=SkirmisherStrike)
- ; Item "Battle Scanner"
- ; Status: OK
- +Abilities = (AbilityName=BattleScanner, FreeAction=true, EndsTurn=false, Cooldown=1, AmmoCost=1)
- ; Item "PSI PHASE DRONE" - Advent Psi-Ops MOD
- ; Status: OK
- +Abilities = (AbilityName=DeployablePhaseDrone, APCost=1, EndsTurn=true, AmmoCost=1, Cooldown=6, DoNotConsumeAllActionsWith[0]=TotalCombat)
- ; Skulljack/Skullmine
- ; Notes: Shared Cooldown, No Charges
- ; Status: seems OK
- +Abilities = (AbilityName=SKULLJACKAbility, APCost=1, EndsTurn=false, Cooldown=5, ShareCooldowns[0]=(AbilityName=SKULLMINEAbility, NumTurns=5))
- +Abilities = (AbilityName=SKULLMINEAbility, APCost=1, EndsTurn=false, Cooldown=5, ShareCooldowns[0]=(AbilityName=SKULLJACKAbility, NumTurns=5))
- ;+Abilities = (AbilityName=FinalizeSKULLJACK, EndsTurn=true)
- ;+Abilities = (AbilityName=FinalizeSKULLMINE, EndsTurn=true)
- ; Item "Fulton Harness" - Extract Corpses WOTC
- ; Notes: Originally the charges reset with reloading a save game, so this is an attempt to fix that. But even with this, the bug persists. Anyway, increases charges for Keeper Class
- ; Status: OK
- +Abilities = (AbilityName=DeployFultonHarness, FreeAction=false, APCost=1, EndsTurn=false, Charges=5, BonusChargeWith[0]=(BonusAbilityName=IRI_GrappleGun, NumBonusCharges=5))
- ;----------------
- ; CLASS ABILITIES
- ;----------------
- ; Ranger "SwordSlice" - Doesn't End Turn
- ; Status: Not Working, It gives 1AP after spending 2AP to attack.
- ;+Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster)
- ; Psionics "Inspire" - Doesn't End Turn
- ; Status: OK
- +Abilities = (AbilityName=Inspire, APCost=1, EndsTurn=false, Cooldown=4)
- ; Reaper "Banish" - Charges to Cooldown, 2AP
- ; Status: OK
- +Abilities = (AbilityName=SoulReaper, Cooldown=9, APCost=2, EndsTurn=true)
- ; Reaper "Sting" - Charges to Cooldown
- ; Status: OK
- +Abilities = (AbilityName=Sting, Cooldown=4, APCost=1, EndsTurn=true)
- ; Skirmisher "Marauder" and "Pistol Standard Shot"
- ; Status: Planning / messing with Pistol Standard Shot might be a bad idea
- ;+Abilities = (AbilityName=PistolStandardShot, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Quickdraw, DoNotConsumeAllActionsWith[1]=SkirmisherStrike)
- ;-----------------------------------------------------------
- ; REFERENCE / SCRAP / WORK IN PROGRESS / NOT IMPLEMENTED YET
- ;-----------------------------------------------------------
- ; Reaper "Shadow" - Extra Charge with Infiltration
- ; Status: Failure
- ;+Abilities = (AbilityName=ShadowRising, FreeAction=true, EndsTurn=false, Charges=1, BonusChargeWith[0]=(BonusAbilityName=Infiltration, NumBonusCharges=1))
- ;If C_FrostImmunity is the immunity you've create using Custom Immunities, you will want :
- ;+Abilities = (AbilityName=Fortress, AddAbility[0]=C_FrostImmunity)
- ; Supply Crates
- ; Intention: To make "Interact_MarkSupplyCrate" not break concealment if possesses "Infiltration" perk. But to do this, probably only if I delve into coding and use the Mod Toolkit, so NO!
- ;+Abilities = (AbilityName=Interact_MarkSupplyCrate, RetainConcealment=Always, AddAbility[0]=Shadow)
- ; Reaper "Infiltration" - Allows to mark crates without breaking concealment
- ;+Abilities = (AbilityName=Interact_MarkSupplyCrate, RetainConcealment=Always, AddAbility=Infiltration)
- ;################################################################################################
- ;################################################################################################
- ; ITEM EDITOR (Boundir)
- ;--------------
- ; VANILLA ITEMS
- ;--------------
- ; Item: Battle Scanner
- ; Notes: Increased "Charges"
- ; Status: OK
- +Items=(TemplateName=BattleScanner, iClipSize=4)
- ; Item: PCS Focus
- ; Notes: Grant half Will Stat as Psi bonus to "PSC Focus"
- ; Status: OK
- +Items=(TemplateName=CommonPCSFocus, StatsToBoost[0]=PsiOffense)
- +Items=(TemplateName=RarePCSFocus, StatsToBoost[0]=PsiOffense)
- +Items=(TemplateName=EpicPCSFocus, StatsToBoost[0]=PsiOffense)
- ; Item: Tracer Rounds
- ; Notes: Adds ability to bypass Shields, so its not so crap
- ; Status: OK
- +Items=(TemplateName=TracerRounds, bBypassShields=true)
- ;-------------
- ; TESTING AREA
- ;-------------
- ;-----------------------------------------------------------
- ; REFERENCE / SCRAP / WORK IN PROGRESS / NOT IMPLEMENTED YET
- ;-----------------------------------------------------------
- ; Item: Reaper Armor
- ; Notes: Useful to remove the "Heroes Armor Equality" MOD that changed Tactical Rigging
- ; Status: Untested
- ;+Items=(TemplateName=ReaperArmor, bAddsUtilitySlot=true) ;As all basic armor, they don't give utility slots
- +Items=(TemplateName=PlatedReaperArmor, bAddsUtilitySlot=true)
- +Items=(TemplateName=PoweredReaperArmor, bAddsUtilitySlot=true)
- ; WARLOCK PSIONIC RIFLE
- ;+Items=(TemplateName=Weapon_AshXcomPsionicReaper, OneTimeBuild=true, HideIfPurchased=true)
- ; Schematic_AshXcomPsionicReaper
- ; WARLOCK VORTEX GRENADE
- ;+Items=(TemplateName=Weapon_AshXcomVortexGrenade, OneTimeBuild=true, HideIfPurchased=true)
- ;################################################################################################
- ;################################################################################################
- ; SYSTEM INFILTRATION 2.2 (Iridar)
- CREATE_LAPTOP = true
- ; You can add extra abilities to Laptop here.
- ; "Infiltration" is ability that Reapers acquire through
- ; their Guerilla Tactics School upgrade.
- ; It provides a passive bonus to Hacking and allows to
- ; pass under ADVENT Towers without breaking concealment.
- ; You can configure its bonus to Hacking in this mod's XComGameData_SoldierSkills.ini
- ; But that will change how much Hacking Reapers get as well.
- ; Note: DO NOT give SI_SystemInfiltration ability to the laptop.
- ;+ABILITIES = "Infiltration"
- ; In case you don't want to use Reaper's Infiltration,
- ; you can use this passive that only provides a bonus to hacking and has no other effects.
- +ABILITIES = "IRI_HackerLaptop_Passive"
- ;HACKING_BONUS = 35
- HACKING_BONUS = 20
- ;STARTING_ITEM = true
- STARTING_ITEM = false
- ;INFINITE_ITEM = true
- INFINITE_ITEM = false
- ;CREATOR_TEMPLATE_NAME = "SchematicName"
- ;BASE_ITEM = "ItemName"
- ;CAN_BE_BUILT = false
- CAN_BE_BUILT = true
- +REQUIRED_TECHS = "ModularWeapons"
- SUPPLIES_COST = 50 ; was commented
- ALLOYS_COST = 10 ; was commented
- ELERIUM_COST = 5 ; was commented
- BLACKMARKET_VALUE = 25 ; was commented
- ; Uncomment this if you want System Infiltration to be available only if the
- ; soldier has the Hacker's Laptop equipped.
- +ABILITIES_REQUIRE_HACKER_LAPTOP = "SI_SystemInfiltration"
- ;################################################################################################
- ;################################################################################################
- ; MORE PSI ABILITIES (Iridar)
- ;------------------------------
- ; Reference for Bstar Perk Pack
- ;------------------------------
- ; Ability List from Bstar Mod
- ;Mind Burst BS_MCDetonate eInvSlot_SecondaryWeapon Overloads a mind-controlled target's brain with Psionic energy until it bursts in a violent explosion. Deals Psionic damage equal to 15% of the primary target's Will stat to all targets within 4 tiles.
- ;Psionic Conduit BS_StrainMind Activate to make the next Psionic ability a free action. Each time Psionic Conduit is activated, the soldier's Will is reduced by 10. When the soldier's Will falls below 50%, Psionic abilities deal 50% reduced damage and Psi Offense is reduced by 33%.
- ;Unstable BS_Unstable The soldier deals 50% increased damage with offensive Psionic abilities, but using an offensive Psionic ability has a 25% chance to make them panic.
- ;Psionic Atrophy BS_PsionicAtrophy Increases Psi Offense by 20 and grants immunity to Psionic damage and Mental effects. Damage taken from all other sources is increased by 33%.
- ;Battle Meditation BS_BattleMeditation Hunker Down increases your Psi Offense by 10 and your Will by 10 for 2 turns.
- ;Mind Over Matter BS_MindOverMatter Whenever this soldier takes damage, the cooldowns of their Psionic abilities are reduced by 1.
- ;Spirit Thief BS_MindThief Killing a psionic enemy increases Psi Offense by 15 and damage dealt with offensive Psionic abilities by 50% for 2 turns.
- ;Open Mind BS_OpenMind Increases Psi Offense by 25 but reduces Will by 10.
- ; Added "Psionic Conduit" to the rank that was missing.
- ;-----------------
- ; MY EDIT - starts
- ;-----------------
- ; At WOTC Psionic Class by AdventAvenger
- ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Fuse", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), (AbilityType=(AbilityName="Domination", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=9,CapStatAmount=100), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- +SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Fuse", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), (AbilityType=(AbilityName="Domination", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), (AbilityType=(AbilityName="BS_StrainMind"))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=9,CapStatAmount=100), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
- ;---------------
- ; MY EDIT - ends
- ;---------------
- ;################################################################################################
- ;################################################################################################
- ; WARLOCK CROWN (Veehementia)
- ;+CROWN_ABILITIES = "PsiMindControl"
- ;
- ; BS_MindOverMatter (from Bstar perks) - Whenever this soldier takes damage, the cooldowns of their Psionic abilities are reduced by 1.
- +CROWN_ABILITIES = "BS_MindOverMatter"
- ; maybe add an ACTIVE ability as well? Perhaps "Mind Burst"?
- ; Localization Color Coded Names
- FriendlyName="<font color='#FFA500'>Warlock's Crown</font>"
- ;################################################################################################
- ;################################################################################################
- ; CONFIGURE AVENGER DEFENSE XCOM REINFORCEMENT (-bg-)
- ; +MaxSquadSize=12
- ; Otherwise, with increased pods and etc is a freaking nightmare!
- ; But that is without the Defense Matrix Turrets
- +MaxSquadSize=14
- ;################################################################################################
- ; END END END END END END END END END END END END END END END END END END END END END END END END
- ;################################################################################################
- ; END END END END END END END END END END END END END END END END END END END END END END END END
- ;################################################################################################
- ; END END END END END END END END END END END END END END END END END END END END END END END END
- ;################################################################################################
- ;-------------------------------------------
- ; EVERYTHING BELOW IS FOR REFERENCE OR SCRAP
- ;-------------------------------------------
- ;<font color='#HEXCOLOR'>XXXNAME</font>
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