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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,41 @@ [MechatronicWarfare.X2DownloadableContentInfo_MechatronicWarfare] ; Set this to true if your Schematic Merges are not working properly, then close and reopen XCOM 2. ; On loading a game, if this is true, your inventory will be scanned for items and then the linked ; SPARK items will be spawned. This does take into account the other settings below! ; For example, if this is set to true and you have a Mag Cannon but not a Helix Autocannon, ; then it will be granted to you if SPARK_OVERHAUL_WEAPON is set to true. SPARK_OVERRIDE_INVENTORY=false ; Should the Improved Cannons breakthrough benefit the SPARK Autocannon as well? ; Disable if you have a mod that gives SPARKs their own breakthroughs SPARK_CANNON_BREAKTHROUGH=false ; Should the SPARK autocannon get upgraded along with the grenadier's autocannon schematics? SPARK_OVERHAUL_WEAPON=false ; If false, the autocannon will have its own Magnetic and Beam schematics, adjustable here: (these are the vanilla values, and they're ridiculous. I highly suggest you make them much cheaper.) [SparkRifle_MG_Schematic_Diff_3 X2SchematicTemplate] ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15)) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=31), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5)) [SparkRifle_BM_Schematic_Diff_3 X2SchematicTemplate] ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=30), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=15)) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=81), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=11), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=7)) ; Should the SPARK chassis get upgraded along with the squad's armor schematics? SPARK_OVERHAUL_ARMOR=false ; If false, the chassis will have its own Plated and Powered schematics, adjustable here: (these are the vanilla values, and they're ridiculous. I highly suggest you make them much cheaper.) [PlatedSparkArmor_Schematic_Diff_3 X2SchematicTemplate] ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=25), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10)) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=7), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventMEC", Quantity=1)) [PoweredSparkArmor_Schematic_Diff_3 X2SchematicTemplate] ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=40), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=20)) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=65), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=7)) ; !!!!!!!!!!!!!!!!!!!!!!!!!!! THIS CAN ONLY BE SET TO FALSE IF THE ARMOR SCHEMATICS ARE ALSO SET TO FALSE !!!!!!!!!!!!!!!!!!!!!!!!!! ; !!!!!!!!!!!!!!!!!!!!!!!!!!! OTHERWISE ADVANCED BITS WILL BE UNOBTAINABLE !!!!!!!!!!!!!!!!!!!!!!!!!! ; Should the SPARK BIT get upgraded along with the specialist's GREMLIN schematics? SPARK_OVERHAUL_BIT=false ; If false, the BIT will be upgraded along with the SPARK chassis schematics.