/******************************************************************************** Proficiency Items ********************************************************************************/ // ================================== proficiencyItem pro_battlesense_test { type "battlesense" count 300 } proficiencyItem pro_battlesense_rank5 { type "battlesense" count 2 stat_name "battlesense_rank_5_xp" } proficiencyItem pro_battlesense_rank4 { type "battlesense" count 1.25 stat_name "battlesense_rank_4_xp" } proficiencyItem pro_battlesense_rank3 { type "battlesense" count 1 stat_name "battlesense_rank_3_xp" } proficiencyItem pro_battlesense_rank2 { type "battlesense" count 0.5 stat_name "battlesense_rank_2_xp" } proficiencyItem pro_battlesense_rank1 { type "battlesense" count 0.25 stat_name "battlesense_rank_1_xp" } proficiencyItem pro_battlesense_spawn_capture { type "battlesense" count 5.01 // never quite gets to 5 otherwise } proficiencyItem pro_battlesense_spawn_liberate { type "battlesense" count 5.01 } proficiencyItem pro_battlesense_item_delivered { type "battlesense" count 10 } proficiencyItem pro_battlesense_revive_wait { type "battlesense" count 0.25 } // ================================== proficiencyItem pro_vehicle_test { type "vehicle" count 300 } proficiencyItem pro_vehicle_damage { type "vehicle" count 0.0025 } proficiencyItem pro_vehicle_damage_heavy { type "vehicle" count 0.00125 } proficiencyItem pro_vehicle_mcp_deploy { type "vehicle" count 20 } // ================================== proficiencyItem pro_light_weapons_test { type "weapon_handling" count 300 } proficiencyItem pro_light_weapons_damage { type "weapon_handling" count 0.0025 } // ===================================== // Engineer // ===================================== proficiencyItem pro_engineer_test { type "engineer" count 300 } proficiencyItem pro_engineer_construct_objective { type "engineer" count 40 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_construct_secondary { type "engineer" count 5 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_repair { type "engineer" count 0.00125 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_damage { type "engineer" count 0.0025 } proficiencyItem pro_engineer_turret_damage { type "engineer" count 0.0025 } proficiencyItem pro_engineer_turret_damage_avt { type "engineer" count 0.001 } proficiencyItem pro_engineer_antimissile_plasmamortar { type "engineer" count 0.5 stat_name "antimissile_gdf_xp" } proficiencyItem pro_engineer_antimissile_railhowitzer { type "engineer" count 0.3 stat_name "antimissile_gdf_xp" } proficiencyItem pro_engineer_antimissile_ssg { type "engineer" count 3 stat_name "antimissile_gdf_xp" } proficiencyItem pro_engineer_disarm_mine { type "engineer" count 0.125 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_disarm_charge { type "engineer" count 0.25 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_disarm_charge_secondary { type "engineer" count 1.25 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_disarm_charge_objective { type "engineer" count 2.5 stat_name "gdf_pliers_xp" } proficiencyItem pro_engineer_deploy_bonus { type "engineer" count 1 } // ===================================== // Covert Ops // ===================================== proficiencyItem pro_covertops_test { type "covertops" count 300 } proficiencyItem pro_covertops_hack_deployable { type "covertops" count 1 stat_name "gdf_hack_xp" } proficiencyItem pro_covertops_hack_deployable_big { type "covertops" count 2 stat_name "gdf_hack_xp" } proficiencyItem pro_covertops_hack_objective { type "covertops" count 40 stat_name "gdf_hack_xp" } proficiencyItem pro_covertops_hack_secondary { type "covertops" count 5 stat_name "gdf_hack_xp" } proficiencyItem pro_covertops_damage { type "covertops" count 0.0025 } proficiencyItem pro_covertops_damage_half { type "covertops" count 0.00125 } proficiencyItem pro_covertops_emp_deployable { type "covertops" count 0.3125 stat_name "grenade_emp_xp" } proficiencyItem pro_covertops_emp_vehicle { type "covertops" count 0.25 stat_name "grenade_emp_xp" } proficiencyItem pro_covertops_spot { type "covertops" count 0.0625 stat_name "gdf_spotting_xp" } proficiencyItem pro_covertops_radar_spot { type "covertops" count 0.1 stat_name "radar_xp" } proficiencyItem pro_covertops_backstab_disguised { type "covertops" count 1 stat_name "gdf_backstab_xp" } proficiencyItem pro_covertops_emp_mine { type "covertops" count 0.1 stat_name "grenade_emp_xp" } proficiencyItem pro_covertops_deploy_bonus { type "covertops" count 1 } // ===================================== // Medic // ===================================== proficiencyItem pro_medic_test { type "medic" count 300 } proficiencyItem pro_medic_damage { type "medic" count 0.0025 } proficiencyItem pro_medic_supplydrop_used { type "medic" count 0.5 stat_name "supplydrop_xp" } proficiencyItem pro_medic_revive { type "medic" count 1.8 stat_name "gdf_revive_xp" } proficiencyItem pro_medic_heal { type "medic" count 0.5 stat_name "healthpack_xp" } proficiencyItem pro_medic_deploy_bonus { type "medic" count 1 } // ===================================== // Soldier // ===================================== proficiencyItem pro_soldier_test { type "soldier" count 300 } proficiencyItem pro_soldier_destroy_primary { type "soldier" count 20 } proficiencyItem pro_soldier_destroy_secondary { type "soldier" count 5 } proficiencyItem pro_soldier_damage { type "soldier" count 0.001875 } // ===================================== // Fieldops // ===================================== proficiencyItem pro_fieldops_test { type "fieldops" count 300 } proficiencyItem pro_fieldops_damage { type "fieldops" count 0.00125 } proficiencyItem pro_fieldops_supply { type "fieldops" count 0.5 stat_name "gdf_supply_xp" } proficiencyItem pro_fieldops_deploy_bonus { type "fieldops" count 1 } // ===================================== // Aggressor // ===================================== proficiencyItem pro_aggressor_test { type "soldier" count 300 } proficiencyItem pro_aggressor_damage { type "soldier" count 0.001875 } proficiencyItem pro_aggressor_destroy_primary { type "soldier" count 20 } proficiencyItem pro_aggressor_destroy_secondary { type "soldier" count 5 } // ===================================== // Constructor // ===================================== proficiencyItem pro_constructor_test { type "engineer" count 300 } proficiencyItem pro_constructor_damage { type "engineer" count 0.0025 } proficiencyItem pro_constructor_turret_damage { type "engineer" count 0.0025 } proficiencyItem pro_constructor_turret_damage_avt { type "engineer" count 0.001 } proficiencyItem pro_constructor_antimissile_rockets { type "engineer" count 0.5 stat_name "antimissile_strogg_xp" } proficiencyItem pro_constructor_antimissile_artillery { type "engineer" count 0.3 stat_name "antimissile_strogg_xp" } proficiencyItem pro_constructor_antimissile_hammer { type "engineer" count 3 stat_name "antimissile_strogg_xp" } proficiencyItem pro_constructor_repair { type "engineer" count 0.00125 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_construct_objective { type "engineer" count 40 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_construct_secondary { type "engineer" count 5 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_disarm_charge { type "engineer" count 0.25 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_disarm_charge_secondary { type "engineer" count 1.25 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_disarm_charge_objective { type "engineer" count 2.5 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_disarm_mine { type "engineer" count 0.125 stat_name "strogg_pliers_xp" } proficiencyItem pro_constructor_deploy_bonus { type "engineer" count 1 } // ===================================== // Technician // ===================================== proficiencyItem pro_technician_test { type "medic" count 300 } proficiencyItem pro_technician_damage { type "medic" count 0.0025 } proficiencyItem pro_technician_revive { type "medic" count 1.8 stat_name "strogg_revive_xp" } proficiencyItem pro_technician_heal { type "medic" count 0.5 stat_name "stroyentcells_xp" } proficiencyItem pro_technician_spawn_host_used { type "medic" count 1.8 stat_name "strogg_spawn_host_xp" } // ===================================== // Infiltrator // ===================================== proficiencyItem pro_infiltrator_test { type "covertops" count 300 } proficiencyItem pro_infiltrator_spot { type "covertops" count 0.0625 stat_name "strogg_spotting_xp" } proficiencyItem pro_infiltrator_radar_spot { type "covertops" count 0.1 stat_name "psi_xp" } proficiencyItem pro_infiltrator_damage { type "covertops" count 0.0025 } proficiencyItem pro_infiltrator_damage_half { type "covertops" count 0.00125 } proficiencyItem pro_infiltrator_hack_deployable { type "covertops" count 1 stat_name "strogg_hack_xp" } proficiencyItem pro_infiltrator_hack_deployable_big { type "covertops" count 2 stat_name "strogg_hack_xp" } proficiencyItem pro_infiltrator_hack_objective { type "covertops" count 40 stat_name "strogg_hack_xp" } proficiencyItem pro_infiltrator_hack_secondary { type "covertops" count 5 stat_name "strogg_hack_xp" } proficiencyItem pro_infiltrator_emp_deployable { type "covertops" count 0.3125 stat_name "grenade_scrambler_xp" } proficiencyItem pro_infiltrator_emp_vehicle { type "covertops" count 0.25 stat_name "grenade_scrambler_xp" } proficiencyItem pro_infiltrator_backstab_disguised { type "covertops" count 1 stat_name "strogg_backstab_xp" } proficiencyItem pro_infiltrator_drone_objective { type "covertops" count 2 } proficiencyItem pro_infiltrator_emp_mine { type "covertops" count 0.1 stat_name "grenade_scrambler_xp" } proficiencyItem pro_infiltrator_deploy_bonus { type "covertops" count 1 } // ===================================== // Oppressor // ===================================== proficiencyItem pro_oppressor_test { type "fieldops" count 300 } proficiencyItem pro_oppressor_damage { type "fieldops" count 0.00125 } proficiencyItem pro_oppressor_force_shield { type "fieldops" count 0.0025 } proficiencyItem pro_oppressor_deploy_bonus { type "fieldops" count 1 }