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Merge pull request #1610 from Tedster59/Updates-to-stable
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1.0.5.2 updates
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Tedster59 authored Aug 5, 2023
2 parents 71ebcac + c9f267b commit a0e0e0c
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Showing 9 changed files with 40 additions and 11 deletions.
3 changes: 0 additions & 3 deletions .gitignore
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Expand Up @@ -2,7 +2,4 @@
BuildCache/
PublishedFileID.Id
*.upk
*.upk
*.upk
*.umap
*.upk
6 changes: 4 additions & 2 deletions LongWarOfTheChosen/Config/XComGameCore.ini
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Expand Up @@ -263,8 +263,10 @@ NUM_STARTING_SOLDIERS=22
-LootTables = ( TableName = "SupplyExtraction_Basic3", Loots[0]=(Chance=100,MinCount=30,MaxCount=40,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=100,MinCount=12,MaxCount=12,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=100,MinCount=6,MaxCount=7,TemplateName="EleriumDust",RollGroup=3) )

+LootTables = ( TableName = "SupplyExtraction_Basic1", Loots[0]=(Chance=100,MinCount=7,MaxCount=9,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=1,MaxCount=2,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=50,MinCount=1,MaxCount=1,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic2", Loots[0]=(Chance=100,MinCount=8,MaxCount=9,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=2,MaxCount=3,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=60,MinCount=2,MaxCount=2,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic3", Loots[0]=(Chance=100,MinCount=10,MaxCount=11,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=3,MaxCount=3,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=70,MinCount=3,MaxCount=3,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic2", Loots[0]=(Chance=100,MinCount=8,MaxCount=9,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=2,MaxCount=2,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=60,MinCount=2,MaxCount=2,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic3", Loots[0]=(Chance=100,MinCount=8,MaxCount=10,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=2,MaxCount=2,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=60,MinCount=2,MaxCount=3,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic4", Loots[0]=(Chance=100,MinCount=9,MaxCount=10,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=2,MaxCount=3,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=65,MinCount=3,MaxCount=3,TemplateName="EleriumDust",RollGroup=3) )
+LootTables = ( TableName = "SupplyExtraction_Basic5", Loots[0]=(Chance=100,MinCount=10,MaxCount=11,TemplateName="Supplies",RollGroup=1), Loots[1]=(Chance=70,MinCount=3,MaxCount=3,TemplateName="AlienAlloy",RollGroup=2), Loots[2]=(Chance=70,MinCount=3,MaxCount=3,TemplateName="EleriumDust",RollGroup=3) )

; This is for the entire mission
; First one is Gatecrasher loot (force level 0)
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21 changes: 16 additions & 5 deletions LongWarOfTheChosen/Config/XComGameData.ini
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Expand Up @@ -1324,20 +1324,31 @@ TIER3_STRIKE_DMG=(Damage=12, Spread=0, PlusOne=0, Crit=6, Pierce=0, Shred=0, Tag
)

+ChestDistributions=(MinForceLevel=1,\\
MaxForceLevel=7,\\
MaxForceLevel=4,\\
ChestTypeShuffleBag[0]="Basic1", \\
)

+ChestDistributions=(MinForceLevel=8,\\
MaxForceLevel=14,\\
+ChestDistributions=(MinForceLevel=5,\\
MaxForceLevel=8,\\
ChestTypeShuffleBag[0]="Basic2", \\
)

+ChestDistributions=(MinForceLevel=15,\\
MaxForceLevel=20,\\
+ChestDistributions=(MinForceLevel=9,\\
MaxForceLevel=11,\\
ChestTypeShuffleBag[0]="Basic3", \\
)

+ChestDistributions=(MinForceLevel=12,\\
MaxForceLevel=15,\\
ChestTypeShuffleBag[0]="Basic4", \\
)

+ChestDistributions=(MinForceLevel=16,\\
MaxForceLevel=99,\\
ChestTypeShuffleBag[0]="Basic5", \\
)


[XComGame.X2StrategyGameRulesetDataStructures]

;-AbilityPointCosts[0]=0 ; Squaddie
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2 changes: 1 addition & 1 deletion LongWarOfTheChosen/Config/XComPlots.ini
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Expand Up @@ -3,7 +3,7 @@
; fix for annoying redscreen
-arrPlots=(MapName="Plot_Multiplayer_Test", strType="MP_Test", ExcludeFromStrategy=true, ExcludeFromRetailBuilds=true, ObjectiveTags[0]="Multiplayer", FriendlyNameIndex=MPI_Test)

;kill the shitty supply extract plot
; Kill the shitty Abandoned City supply extract plot that spawns bugged crates. If you want to play it, add a ; in front of the below line.
-arrPlots=(MapName="Plot_ABN_SupplyExtract_ElTrain", strType="Abandoned", ObjectiveTags[0]="SupplyExtraction")

; New regular plots
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Expand Up @@ -915,6 +915,7 @@ static function X2DataTemplate CreateKeen()
{
local X2AbilityTemplate Template;
local X2Effect_ChosenKeen KeenEffect;
local X2AbilityTrigger_EventListener EventListener;

`CREATE_X2ABILITY_TEMPLATE(Template, 'ChosenKeen');
Template.IconImage = "img:///UILibrary_XPerkIconPack.UIPerk_adrenaline_defense";
Expand All @@ -926,11 +927,22 @@ static function X2DataTemplate CreateKeen()

Template.AbilityToHitCalc = default.DeadEye;
Template.AbilityTargetStyle = default.SelfTarget;

//fire this after any unit spawns
EventListener = new class'X2AbilityTrigger_EventListener';
EventListener.ListenerData.EventID = 'OnUnitBeginPlay';
EventListener.ListenerData.EventFn = class'XComGameState_Ability'.static.AbilityTriggerEventListener_Self;
EventListener.ListenerData.Deferral = ELD_OnStateSubmitted;
EventListener.ListenerData.Filter = eFilter_None;
Template.AbilityTriggers.AddItem(EventListener);

//fire it when the Chosen spawns.
Template.AbilityTriggers.AddItem(default.UnitPostBeginPlayTrigger);

KeenEffect = new class'X2Effect_ChosenKeen';
KeenEffect.BuildPersistentEffect(1, true, true);
KeenEffect.SetDisplayInfo(ePerkBuff_Bonus, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage, true, , Template.AbilitySourceName);
KeenEffect.DuplicateResponse = eDupe_Refresh; // to handle it being applied multiple times

Template.AddMultiTargetEffect(KeenEffect);

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Expand Up @@ -159,6 +159,7 @@ static function X2AbilityTemplate CreateStockSteadyWeaponAbility(name TemplateNa
local X2AbilityCost_ActionPoints ActionPointCost;
local X2Effect_SteadyWeapon ToHitModifier;
local X2Condition_UnitEffects SuppressedCondition;
local X2AbilityCost_Ammo AmmoCost;

`CREATE_X2ABILITY_TEMPLATE(Template, TemplateName);
Template.IconImage = "img:///UILibrary_LW_PerkPack.LW_AbilitySteadyWeapon";
Expand All @@ -176,6 +177,12 @@ static function X2AbilityTemplate CreateStockSteadyWeaponAbility(name TemplateNa
//Template.bNoConfirmationWithHotKey = true;
Template.AddShooterEffectExclusions();

//require 1 ammo but don't actually consume it, so you can't steady an empty weapon.
AmmoCost = new class'X2AbilityCost_Ammo';
AmmoCost.iAmmo = 1;
AmmoCost.bFreeCost = true;
Template.AbilityCosts.AddItem(AmmoCost);

Cooldown = new class'X2AbilityCooldown';
Cooldown.iNumTurns = 1;
Template.AbilityCooldown = Cooldown;
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