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Personal Commits#3

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SV1002 wants to merge 9 commits into
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Personal Commits#3
SV1002 wants to merge 9 commits into
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SV1002:main

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@SV1002

@SV1002 SV1002 commented Mar 21, 2022

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  • Made eInvSlot_Pistol a Unique Item slot.
  • Secondary and Sidearm Slot weapons now accept attachments.
  • Added a configuration option to allow unlimited perks per rank, instead of just one.
  • Soldier rank ups are now configurable in when they happen, instead of them being after every mission (By default they rank up after every mission.)
  • Added Utility slots 4 and 5.
  • Starting Mission/Missions are now configurable.
  • GenerateUnit Now considers the Character pool's Character Template before creating the soldier, instead of defaulting to Soldier. Fallbacks to Soldier if no Character Template is given, and respects the required classes character template
  • Added config line and edited CharacterIsValid to have AlwaysValidCharacterTemplates, which should make the unit valid no matter what (Don't think this is needed, but just in case.)
  • eTeam_One and eTeam_Two are now enabled, allowing enemies to spawn on said teams and function.

Comment thread Config/XComLadderOptions.ini
}

for (RankIndex = 1; RankIndex < LadderData.LadderRung && RankIndex < NewSoldier.GetSoldierClassTemplate().GetMaxConfiguredRank(); RankIndex++)
for (RankIndex = 1; RankIndex < 2; RankIndex++)

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This 'loop' only runs once now so it sounds like it will cause issues if a soldier joins late in the Op, because it won't rank them up multiple times if needed

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Yeah, Will fix sorry.

Soldier.GetSoldierRank() == 4 && LadderData.LadderRung > default.ForthPromotionLevel ||
Soldier.GetSoldierRank() == 5 && LadderData.LadderRung > default.FifthPromotionLevel ||
Soldier.GetSoldierRank() == 6 && LadderData.LadderRung > default.SixthPromotionLevel ||
Soldier.GetSoldierRank() == 7 && LadderData.LadderRung > default.SeventhPromotionLevel && Soldier.GetSoldierRank() != Soldier.GetSoldierClassTemplate().GetMaxConfiguredRank()))

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Does this work properly for classes that have the Brigadier rank (like Shadow Ops and the LW2 classes?)

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Yes, Having a mix of classes that cap at Brigadier and Colonel in my runs, they cap at their respective rank fine, With the Brig rank classes leveling up at the correct level while the Colonels remain colonel as intended.

// Pistol Slot
EquippedItem = Soldier.GetItemInSlot(eInvSlot_Pistol, NewGameState, false);
GetListItem(Index).EnableNavigation();
GetListItem(Index).UpdateDataValue(m_Sidearm, GetInventoryDisplayText(EquippedItem), OnClickSidearm);

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I don't think we want the Pistol Slot to show up if the player is not using a mod that adds it

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True, Originally I had something set up that would only display it if said mod was installed, but came into some issues with the function actually working half the time (Would display it for the first mission, then forget it existed for some reason.) Probably the way I implemented it, but I suspect a better method would be better in checking for it.

SV1002 added 3 commits March 23, 2022 21:56
Made it so new soldiers are promoted to the same level as other soldiers + Rank up now considers the max class promotion level for every rank, instead of just brigadier.
Fixes Character Templates listed as AlwaysValidCharacterTemplates from not being promoted to squaddie at the start of a Resistance Ops.
Added more missions to the starting missions array that are relatively simple + added various Character Templates that should always be valid from the character pool. Also fixed the default promotion levels to be more accurate.
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2 participants