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DefaultRoulettePlus.ini
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DefaultRoulettePlus.ini
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[RoulettePlus.RoulettePlusMod]
;a visual indicator for which mod version the configs were last updated
;also acts a marker to check in the correct section depending if the config is an old one
;(ie if RPConfigVer is not specified or <2.0 then load old data from [RoulettePlus.RoulettePlus]
;else load data from [RoulettePlus.RoulettePlusMod])
RPConfigVer=2.0
;Should load data from multiple config files or just this one?
SplitConfig=true
;Use the boring vanilla random perk system? perk stats and (kinda) merge perks should still work
;But all the checks in this ini (or RPRules) will be ignored
UseVanillaRolls=false
;Do MECs use random perks or not?
IsMECRandom=true
;Priority of perk pools, 1= general pools have priority, 0= indiviual pools have priority
;2= neither have priority: the relevent pools are merged into one and then randomised,
; equalising the chance to get perks from smaller pools
PoolPrioity=2
;MEC Augment Discount, due to MECs being random you can have a discount on creating them
;Discount is % applied to normal cost
IsAugmentDiscounted=true
AugmentDiscount=75.00
;MECxpLoss is if soldiers should lose a rank if they are augmented.
;set to false to turn it off this will also allow you to augment Specialist rank soldiers
MECxpLoss=true
;set this to true to enable augmenting officers and psionic soldiers
MECChops=false
;if you augment an officer, should you wait to get back the medals like when
;the officer dies (default 2 missions) or get them right away?
MECMedalWait=true
;String to Display at the end of the description for the Training Roulette SecondWave option
strRPSWDesc="Enhanced by RoulettePlus!"
;Merge Perk labels, labels for Merged Perks and their descriptions
;put into config for translation purposes
strMergePerkLabel="Merged Perk"
strMergePerkDes="Merged Perk Description"
;defaults to #5CD16C if not specified.
;needs to be within html specification.
;#RRGGBB, or color names
strMergePerkColor=#007AFF
;If the perk doesn't have any PerkStats assoicated with it, then hide the perk stat strings?
bHideEmptyStatStr=true
;Previous versions of the mod had a bug that made command a free action, set this to true to reenable.
IsCommandFree=false
;Should ITZ proc at the same time as other free shot perks causing weird interaction?
UseOldITZInteraction=false
;if set to true R&G acts like snapshot with no cost, ability does not need to be activated to get
;blue-move shooting on move limited weapons. for IceMav :)
UseLWBetaRnGInteraction=false
;Pos alignment: Pos numbers in middle, rank numbers on left, option numbers on top.
; |1| |2| |3|
; V V V
;|1|-> 1 2 3
;----------------------------- under this line is randomized.
;|2|-> 4 5 6
;|3|-> 7 8 9
;|4|-> 10 11 12
;|5|-> 13 14 15
;|6|-> 16 17 18
;|7|-> 19 20 21
;Class numbers
;if rank is 1:
;1: Sniper/Scout
;2: Heavy
;3: Support
;4: Assualt/Infrantry
;
;else:
;11: Sniper
;21: Scout
;12: Rocketeer
;22: Gunner
;13: Medic
;23: Engineer
;14: Assault
;24: Infantry
;31: Jaeger
;41: Pathfinder
;32: Archer
;42: Goliath
;33: Guardian
;43: Shogun
;34: Marauder
;44: Valkyrie
; Nonobvious perks:
; Lock N' Load: ePerk_Disabled_DEPRECATED
; HEAT Warheads: ePerk_Poisoned
; Sapper: ePerk_ImmuneToDisable_DEPRECATED
; Javelin Rockets: ePerk_Implanted
; Sharpshooter: ePerk_Medal_UrbanB
; Steadfast: ePerk_Medal_DefenderA
; Lone Wolf: ePerk_Medal_CouncilB
; Paramedic: ePerk_Dazed
; Ready For Anything: ePerk_BulletSwarm
; Field Surgeon: ePerk_CovertPockets
; Hit and Run ePerk_ReinforcedArmor
; Fire in the Hole ePerk_Foundry_AdvancedFlight
; Tandem Warheads ePerk_Foundry_PistolIII
; Deadeye ePerk_Foundry_MedikitII
; Ranger: ePerk_Gunslinger
; Light 'Em Up ePerk_PlasmaBarrage
; Close Encounters: ePerk_CloseAndPersonal
; Shock and Awe: ePerk_Rocketeer
; Holo-Targeting: ePerk_TracerBeams
; Vital Point Targeting: ePerk_XenobiologyOverlays