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85 changes: 85 additions & 0 deletions LongWarOfTheChosen/Config/XComLW_Overhaul.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2751,6 +2751,91 @@ LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[1]=0.1
LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[2]=0.5
LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[3]=1.0

; =============================================================================
; MODULAR REBEL LOADOUT SYSTEM — Config-Driven Weapon & Utility Setup
; =============================================================================
;
; Weapon Categories: Each entry defines a weapon type with 4 tech tiers.
; When rebels spawn, the system rolls a random category, then picks the
; weapon matching the highest researched tier.
;
; Utility Archetypes: Define slot combinations (offensive/defensive/utility).
; Each archetype names two pools; one item is drawn from each pool at random.
;
; Item Pools: Categorized lists of items. Rebels draw from these based on
; their rolled archetype.
;
; REBEL_ALWAYS_EQUIP: Items that every rebel soldier always receives.
;
; If these arrays are empty, the LEGACY loadout system is used automatically
; (loadout string lookup via "RebelSoldier" + tier + weapon type).
; =============================================================================

; --- Weapon categories (one random category per rebel) ---
+REBEL_WEAPON_CATEGORIES=(CategoryName="Rifle", Tier1Weapon="AssaultRifle_CV", Tier2Weapon="AssaultRifle_LS", Tier3Weapon="AssaultRifle_MG", Tier4Weapon="AssaultRifle_CG")
+REBEL_WEAPON_CATEGORIES=(CategoryName="SMG", Tier1Weapon="SMG_CV", Tier2Weapon="SMG_LS", Tier3Weapon="SMG_MG", Tier4Weapon="SMG_CG")
+REBEL_WEAPON_CATEGORIES=(CategoryName="Shotgun", Tier1Weapon="Shotgun_CV", Tier2Weapon="Shotgun_LS", Tier3Weapon="Shotgun_MG", Tier4Weapon="Shotgun_CG")

; --- Offensive items pool ---
+REBEL_OFFENSIVE_ITEMS="Frag"
+REBEL_OFFENSIVE_ITEMS="AdvGrenade"

; --- Defensive items pool ---
+REBEL_DEFENSIVE_ITEMS="Flashbang"
+REBEL_DEFENSIVE_ITEMS="SmokeGrenade"
+REBEL_DEFENSIVE_ITEMS="SmokeGrenadeMk2"

; --- Utility items pool ---
+REBEL_UTILITY_ITEMS="Medikit"
+REBEL_UTILITY_ITEMS="NanoMedikit"

; --- Items every rebel always gets ---
; +REBEL_ALWAYS_EQUIP="Frag"

; --- Utility archetypes (one random archetype per rebel) ---
; Each archetype names two slot pools. One item is drawn from each pool.
+REBEL_UTILITY_ARCHETYPES=(ArchetypeName="OffDef", Slot1Pool="Offensive", Slot2Pool="Defensive")
+REBEL_UTILITY_ARCHETYPES=(ArchetypeName="OffOff", Slot1Pool="Offensive", Slot2Pool="Offensive")
+REBEL_UTILITY_ARCHETYPES=(ArchetypeName="DefDef", Slot1Pool="Defensive", Slot2Pool="Defensive")
+REBEL_UTILITY_ARCHETYPES=(ArchetypeName="OffUtil", Slot1Pool="Offensive", Slot2Pool="Utility")
+REBEL_UTILITY_ARCHETYPES=(ArchetypeName="DefUtil", Slot1Pool="Defensive", Slot2Pool="Utility")

; =============================================================================
; CHARACTER TEMPLATE CONFIGURABILITY — Species Mod Integration
; =============================================================================
;
; REBEL_CHARACTER_TEMPLATES: If populated, rebel soldiers randomly spawn as
; one of these character templates instead of the default RebelSoldierProxy.
; This enables species mods (PlayableAdvent, PlayableAliens, etc.) to add
; non-human rebels without code changes — just config.
;
; SOFT DEPENDENCY: Templates are validated at runtime. If a mod is not
; installed, the missing template is silently skipped and the default
; proxy is used instead. No crashes, no hard dependency.
;
; HOW TO USE:
; 1. Install the species mod (e.g. PlayableAdvent from Steam Workshop)
; 2. Uncomment the relevant lines below
; 3. Rebels will randomly spawn as those species
;
; EXAMPLES (uncomment to enable):
; --- PlayableAdvent mod templates ---
; +REBEL_CHARACTER_TEMPLATES="AdvTrooperMP"
; +REBEL_CHARACTER_TEMPLATES="AdvCaptainMP"
; +REBEL_CHARACTER_TEMPLATES="AdvShieldBearerMP"
; +REBEL_CHARACTER_TEMPLATES="AdvStunLancerMP"
;
; --- PlayableAliens mod templates ---
; +REBEL_CHARACTER_TEMPLATES="SectoidPlayerCharacter"
; +REBEL_CHARACTER_TEMPLATES="ViperPlayerCharacter"
; +REBEL_CHARACTER_TEMPLATES="MutonPlayerCharacter"
;
; --- Mixed example (both mods) ---
; +REBEL_CHARACTER_TEMPLATES="AdvTrooperMP"
; +REBEL_CHARACTER_TEMPLATES="SectoidPlayerCharacter"
; +REBEL_CHARACTER_TEMPLATES="ViperPlayerCharacter"


[LW_Overhaul.SeqAct_ResetCivilians]
+CharacterTemplatesToSwap=Rebel
+CharacterTemplatesToSwap=Soldier_VIP
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