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module NGPlus.CustomConfig | ||
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import NGPlus.DifficultyConfig.* | ||
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// Inherit UserConfig class from DefaultDifficultyConfig to get default values ETC... | ||
public class UserConfig extends DefaultDifficultyConfig { | ||
// Upgrades can be stacked | ||
// All enemies can get upgrades, outside of non-cyberpsycho bosses and MaxTac (outside of health regeneration, as it really sucks on bosses) | ||
// You can disable an upgrade by setting its application chance to 0 | ||
// Enemy upgrades should be reset on save reload | ||
// Returned value is how often the upgrade should be applied | ||
public static func GetFastUpgradeChance() -> Float = 95.0; // (Sandy, dodge, dash, whatever else...) | ||
// How often the "tanky" upgrade should be applied (heavy armor and a tiny bit of regen) | ||
public static func GetTankUpgradeChance() -> Float = 60.0; | ||
// How often the "regen" upgrade should be applied (fast regen until enemy loses a bunch of health, at which point they won't regenerate anymore) | ||
public static func GetRegenUpgradeChance() -> Float = 25.0; | ||
// How often an enemy should get optical camo | ||
public static func GetOpticalCamoUpgradeChance() -> Float = 35.0; | ||
// How often a netrunner should be able to get the ability to do basically all quickhacks instead of their default set | ||
public static func GetNetrunnerUpgradeChance() -> Float = 100.0; | ||
// Currently unused, will be used in the future to upgrade enemy dodge abilities | ||
public static func GetDodgeUpgradeChance() -> Float = 0.0; | ||
// Not an upgrade, decides whether or not NG+ should start the Post-Heist start as normal (waking up in the trash) or with Misty wheeling you into V's apt | ||
// True = Misty wheeling you in | ||
// False = default behavior | ||
public static func GetShouldFastForwardQ101Start() -> Bool = true; | ||
// Maybe eventually random encounters can be enabled/disabled here, but I'm not sure if I want to do that | ||
} | ||
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