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Welcome to the DRG Programmatic Loadouts Mod wiki!
This wiki has all the information needed for new users on how to use this mod and for users wanting to make their own Prog Script. Input checking is done to prevent cheating and malformed requests. The scripts themselves are not human readable so I highly recommend that you use the premade progs in this git folder or learn from someone who does know how it works. If you find a bug in the mod, wiki, or Prog examples then feel free to submit an issue here. I only play driller so any and all scripts for other characters are godsend.
This mod allows users to programmatically change their loadout based on the current mission and player unlocks. In other words, you type (or copy) a block of text into the mod and it will pick the best loadout for the mission based on what weapons/upgrades/perks/etc you have. Now you never need to worry about bringing the 'Overcharger' upgrade on a shield disruption mission! This mod is fully configurable and can range from silently switching some upgrades and perks to obvious alternatives like the last example, to giving you a completely min maxed loadout every mission. Want to be a Driller with 'Bigger Mineral Bag', 'Experimental Plasma Charger', 'Thin Containment Field', and 'Deep Pockets' on a Morkite mission? no problem! You already have your perfect loadout before you even enter the drop pod! Want to do an elimination mission right after? No need to change your loadout, it's already set! With this mod you can think less and play more.
The mod will overwrite your currently selected loadout, whatever slot that might be. The game does this automatically and as far as I can tell there is no way around it.
The settings page (Settings) will tell you how to activate the mod and the logs page (Logs) will tell you what that scary red DRGLib log entry means.
The overview of how Prog Scripts work should be read first (Prog Structure). Then read the argument list (Arguments).