Ruleset Reference Nightly (OpenXcom)
A reference of all the customizable values of everything in a ruleset, according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from version 1.0.
- If a value is omitted from the ruleset, the default is used. You cannot omit required values.
- Text strings (eg. names) are represented by string IDs from the language files
- Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.
- Boolean (yes/no) values are represented by true/false.
- World coordinates are represented in degrees (see WORLD.DAT).
- Money amounts (prices, costs, etc.) are represented in dollars.
- All file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive. In general, though, if it works on one operating system, it will work on all operating systems.
Items are ordered as they come in the ruleset. To override this, you can specify a listOrder. You can find the default listOrders in Ruleset List Order.
- 1 Starting Base
- 2 Globe
- 3 Countries
- 4 Regions
- 5 Base Facilities
- 6 Crafts
- 7 Craft Weapons
- 8 Items
- 9 UFOs
- 10 Inventory Sections
- 11 Terrains
- 12 Map Scripts
- 13 Mission Scripts
- 14 Armor
- 15 Player Units (Soldiers)
- 16 AI Units (Aliens/Civilians)
- 17 Alien Races
- 18 Alien Deployments
- 19 Research
- 20 Manufacture
- 21 UFOpaedia Article
- 22 UFO Trajectories
- 23 Alien Missions
- 24 Alien Item Levels
- 25 Extra Sprites
- 26 Extra Sounds
- 27 Music
- 28 Extra Strings
- 29 Interfaces
- 30 StatStrings
- 31 Font
- 32 Cutscenes
- 33 References
Defines the content of the base at the start of game.
|randomSoldiers|| Determines number and type of starting X-Com soldiers.
If a mod contains more than one type of soldiers, this can also be specified with:
randomSoldiers: STR_SOLDIER: 3 STR_ANOTHER_SOLDIER: 7
|scientists||Determines number of starting scientists.||0|
|engineers||Determines number of starting engineers.||0|
|facilities||List of starting base facilities and their position (x and y coordinates being 0-5).||?|
|items||List of starting items in the base, excluding items on crafts.||-|
|crafts||List of starting crafts in the base and items on board.||-|
Defines the drawing of landmasses and borders on the globe.
|data||Path name of file which contains polygon and texture information. (For example WORLD.DAT).||-|
|polygons||List of polygons drawn on the globe surface. A triangle consist of seven values: the first number defines the texture, followed by three pairs of (x,y) globe coordinates. Only polygons with 3 or 4 vertices are reliable shown on the globe = 7 or 9 values per entry.||-|
|polylines||List of border lines. Each list entry consist of a list of (x,y) globe coordinates.||-|
|textures||List of terrains that correspond to each Geoscape texture. Terrains can be restricted to certain areas on the globe with area: ([lon1, lat1, lon2, lat2]) and weight: NUMBER gives their chance of appearance.||-|
|deployments||List of alienDeployments that correspond to each Geoscape texture.||-|
Defines one of the funding nations, listed in "countries:". They're used for activity graphs and player scoring.
|type||String ID of the country name.||required|
|fundingBase||Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.||0|
|fundingCap||Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.||0|
|Longitude and latitude coordinates of the country's label on the globe. This label is only shown when the globe is zoomed in and "detail" is turned on.|| 0.0
|areas||List of "rectangles" on the globe defined as [lon1 lat1 lon2 lat2]. Any activity within these areas counts towards the country's graph activity and affects their opinion of the player.||-|
Defines one of the world regions, listed in "regions:". They're used for base placement, activity graphs and mission spawning.
|type||String ID of the region name.||required|
|cost||Amount of money spent building an X-COM base in this region (first base is free).||0|
|areas||List of "rectangles" on the globe defined as [lon1, lat1, lon2, lat2]. Any activity within these areas counts towards the region's graph activity.||-|
|regionWeight||Weight of this region when selecting regions for alien missions.||0|
|missionWeights||Weighted list of the different mission types for this region (eg. STR_ALIEN_RESEARCH: 14).||-|
|missionZones|| List of "rectangles" ([lon1, lat1, lon2, lat2]) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.
Mission zone 3 defines cities belonging to a region ([lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]). They will be displayed on the globe and used for terror site missions. Cities can also have a zoom setting which determines the appearance of its name label according to the specified zoom level.
|missionRegion||Spawn mission in this region instead (used for regions without land).||-|
Defines one of the facilities that can be built in an X-COM base, listed in "facilities:".
|type||String ID of the facility name.||required|
|requires||List of topics (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.||-|
|spriteShape||Sprite ID from BASEBITS.PCK used to draw the facility's outer shape in the Basescape and UFOpaedia.||-1|
|spriteFacility||Sprite ID from BASEBITS.PCK used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of spriteShape.||-1|
|lift||Is this facility an Access Lift? All base facilities must be connected to the lift.||false|
|hyper||Is this facility a Hyperwave Decoder? Displays extra information for detected UFOs. Only valid for radar facilities. If "true", the radar detection chance will be taken from radarChance value.||false|
|mind||Is this facility a Mind Shield? Reduces the chance of UFOs finding your base. Does not stack.||false|
|grav||Is this facility a Grav Shield? Doubles the power of your base defenses. Does not stack.||false|
|size||Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for spriteShape and 4 sprites for spriteFacility (top-left, top-right, bottom-left, bottom-right).||1|
|buildCost||Amount of money spent to build this facility in the base.||0|
|buildTime||Amount of days it takes for this facility to be built.||0|
|monthlyCost||Amount of money spent monthly for the maintenance of this facility.||0|
|storage||Amount of storage space (for items) this facility provides. See Base Stores.||0|
|personnel||Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.||0|
|aliens||Amount of live aliens this facility can contain. Only checked if the alienContainmentLimitEnforced option is enabled.||0|
|crafts||Amount of X-COM craft this facility can contain.||0|
|labs||Amount of lab space this facility provides for research projects.||0|
|workshops||Amount of workshop space this facility provides for manufacture projects.||0|
|psiLabs||Amount of soldier space this facility provides for psionic training.||0|
|radarRange||Maximum radar detection range of this facility, in nautical miles.||0|
|radarChance||Chance (0-100%) of this radar detecting a UFO that enters its range.||0|
|defense||Offensive power provided by this base defense against attacking UFOs.||0|
|hitRatio||Chance (0-100) of the base defense hitting an attacking UFO.||0|
|fireSound||Sound ID from GEO.CAT played when the base defense fires.||-1|
|hitSound||Sound ID from GEO.CAT played when the base defense hits a target.||-1|
|mapName||Map associated to this facility in Battlescape base defenses.||-|
Defines one of the X-COM crafts that go on interception missions, listed in "crafts:".
|type||String ID of the craft name.||required|
|requires||List of topics (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.||-|
|sprite|| Sprite ID from BASEBITS.PCK used to draw this craft in the Basescape and from INTICON.PCK used to draw the damage indicator in dogfights.
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11
|fuelMax||Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.||0|
|damageMax||Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.||0|
|speedMax||Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.||0|
|accel||Aceeleration value shown in the UFOpaedia.||0|
|weapons||Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.||0|
|soldiers||Amount of soldiers this craft can carry.||0|
|maxItems||Amount of items this craft can carry.||80|
|vehicles||Amount of vehicles this craft can carry.||0|
|costBuy||Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.||0|
|costRent||Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won't count towards base maintenance.||0|
|costSell||Amount of money gained for selling this craft.||0|
|refuelItem||Item required for refuelling this craft. If no item is specified, the craft uses human fuel.||0|
|repairRate||Amount of damage restored every hour while Repairing in base.||1|
|refuelRate||Amount of fuel restored every 30 mins while Refueling in base. If specified, a refuelItem is spent each time.||1|
|radarRange||Detection range of the craft's radar in nautical miles. Every craft radar has a detection chance dependent on its radarChance.||600|
|radarChance||Chance (0-100%) of this craft radar detecting a UFO that enters its range.||100|
|transferTime||Number of hours it takes to purchase/transfer this craft to a base.||0|
|score||Score lost when this craft is destroyed.||0|
|spacecraft||Can this craft go to Cydonia?||false|
|battlescapeTerrainData||Terrain associated to this craft in Battlescape missions.||-|
|deployment|| Custom positions for the unit deployment in the craft, listed as: [x, y, z, facing]
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.
Defines one of the weapons equipped by X-COM craft for shooting down UFOs, listed in "craftWeapons:".
|type||String ID of the weapon name.||required|
|sprite|| Sprite ID from BASEBITS.PCK used to draw the weapon in the Basescape and from INTICON.PCK used to draw the weapon in dogfights.
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK
|sound||Sound ID from GEO.CAT played when this weapon fires.||-1|
|damage||Amount of damage this weapon does to enemy UFOs.||0|
|range||Maximum range of this weapon in dogfights (in meters).||0|
|accuracy||Chance (0-100%) of each shot hitting the enemy UFO.||0|
|reloadCautious||Time this weapon takes to fire between each shot in Cautious Mode.||0|
|reloadStandard||Time this weapon takes to fire between each shot in Standard Mode.||0|
|reloadAggressive||Time this weapon takes to fire between each shot in Aggressive Mode.||0|
|ammoMax||Maximum amount of ammo this weapon can carry.||0|
|rearmRate||Amount of ammo restored every hour while the craft is Rearming in base. If specified, clips are spent depending on their clipSize, and reamRate should be a multiple of clipSize. If the clipSize of the specified ammo is 0, no clips are spent.||1|
|projectileType||Type of the weapon projectile, used for the projectile sprite in dogfights:||2|
|projectileSpeed||Speed of the weapon projectile in dogfights.||0|
|launcher||String ID of the item required to equip this weapon.||-|
|clip||String ID of the item required to rearm this weapon.||-|
Defines the Geoscape and Battlescape properties of an item that can be stored in X-COM bases, listed in "items:".
|type||String ID of the internal item name.||required|
|name||String ID of the displayed item name, for cases where it's different from the internal name. If omitted, type is used.||-|
|requires||List of topics (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.||-|
|size||Space occupied by this item in Base Stores. Can be a decimal value.||0.0|
|costBuy||Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.||0|
|costSell||Amount of money gained for selling this item.||0|
|transferTime||Number of hours it takes to purchase/transfer this item to a base.||24|
|weight||Weight occupied by this item in a soldier's inventory.||999|
|bigSprite||Sprite ID from BIGOBS.PCK used to draw this item in a soldier's inventory and UFOpaedia.||-1|
|floorSprite||Sprite ID from FLOOROB.PCK used to draw this item on the floor of a Battlescape tile.||-1|
|handSprite|| Sprite ID from HANDOB.PCK used to draw this item on a soldier's hand in the Battlescape.
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly
|bulletSprite|| Sprite ID from BulletSprites.png used to draw this weapon's projectile on the Battlescape:
for modders: the bulletsprite needs to be put into the extraSprites type "Projectiles" the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]
|fireSound||Sound ID from BATTLE.CAT played when this weapon fires.||-1|
|hitSound||Sound ID from BATTLE.CAT played when this weapon hits a target.||-1|
|hitAnimation|| Sprite ID from SMOKE.PCK used to draw the weapon's "hit explosion".
NOTE: Do not define this value for melee/psi weapons, they use HIT.PCK and therefore meleeAnimation instead.
NOTE: Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use X1.PCK and should always be set to the first above water sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images.
|power||Average damage of the weapon, in most cases it will be +-50% this value.||0|
|strengthApplied||Add the attacking unit's strength to this weapon's damage.||false|
|compatibleAmmo||List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn't need ammo.||-|
|damageType|| What type of damage does this weapon do:
NOTE: A damage type other than 0-9 will do nothing.
| The percentage (0-100%) of Time Units (from the soldier's total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.
The base accuracy (0-100%) applied to a soldier's Firing Accuracy when firing an Auto Shot.
| The percentage (0-100%) of Time Units (from the soldier's total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.
The base accuracy (0-100%) applied to a soldier's Firing Accuracy when firing a Snap Shot.
| The percentage (0-100%) of Time Units (from the soldier's total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.
The base accuracy (0-100%) applied to a soldier's Firing Accuracy when firing an Aimed Shot.
| The percentage (0-100%) of Time Units (from the soldier's total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.
The base accuracy (0-100%) applied to a soldier's Melee Accuracy when doing a melee attack.
|clipSize||The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon. Use clipsize -1 for melee weapons. If clipsize is 0 for a melee weapon, the game will crash if an AI unit attacks with it.||0|
|battleType||Defines the weapon's behavior in the Battlescape:||0|
|twoHanded||Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.||false|
|waypoints||Gives the integer number of waypoints the weapon can use. (eg. Blaster Launcher). Can also be used to make ammo items use the waypoint system. "-1" means unlimited waypoints.||-|
|fixedWeapon||Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)||false|
|invWidth||Item width in a soldier's inventory (in grid units).||1|
|invHeight||Item height in a soldier's inventory (in grid units).||1|
|painKiller||Amount of painkillers contained in a Medi-Kit.||0|
|heal||Amount of heal's contained in a Medi-Kit.||0|
|stimulant||Amount of stimulants contained in a Medi-Kit.||0|
|woundRecovery||Amount of Fatal Wounds treated by each heal of a Medi-Kit.||0|
|healthRecovery||Amount of Health recovered by each heal of a Medi-Kit.||0|
|stunRecovery||Amount of Stun removed by each stimulant of a Medi-Kit.||0|
|energyRecovery||Amount of Energy recovered by each stimulant of a Medi-Kit.||0|
|tuUse||Amount of Time Units required to use this item (for non-offensive items). It's a flat rate if flatRate is true, otherwise it's a percentage (0-100%).||0|
|recoveryPoints||Score gained for recovering this alien artifact.||0|
|specialType||MCD value in map files to which this item corresponds for mission recovery.||-|
|recover||Is this item recoverable? (gets transported to the X-COM base on mission success)||true|
|armor||How much damage is needed to destroy this item on the ground.||20|
|turretType||Sprite ID from TANKS.PCK of the turret to assign to this tank:||-1|
|liveAlien||Does this item represent a live alien? (counts towards Alien Containment)||false|
|blastRadius||Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual blastRadius currently is capped due Explosion calculations).||-1|
|flatRate||If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).||false|
|arcingShot||Does this weapon fire in an arc?||false|
|attraction||Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).||0|
|maxRange||Maximum range at which this weapon can operate.||200|
|aimRange||Maximum effective range with this weapon before which range-based dropoff occurs.||200|
|snapRange||Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)||15|
|autoRange||Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)||7|
|minRange||Range-based dropoff will work in reverse for ranges below this.||0|
|dropoff||The value by which the accuracy lowers for each tile after (or before) the thresholds above.||2|
|bulletSpeed||How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.||0|
|autoShots||How many auto shots does this weapon fire.||3|
|shotgunPellets||Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)||0|
|zombieUnit||String ID of the unit used for zombification (eg. Chrysallids turn units into Zombies).||none|
|meleeSound||Sound ID from BATTLE.CAT played when this weapon attacks a target with melee.||39|
|meleeHitSound||Sound ID from BATTLE.CAT played when this weapon HITS a target with melee.||-1|
|meleeAnimation||Sprite ID from HIT.PCK played when this weapon attacks a target with melee.||0|
|meleePower||Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.||0|
|LOSRequired||Does this item require line of sight? (only applies to mind probes and psi-amps)||false|
|skillApplied||Is melee skill applied to the accuracy of an attack made with this object?||true|
Defines one of the UFOs that invade Earth, listed in "ufos:".
|type||String ID of the UFO name.||required|
|size||String ID of the UFO size.||STR_VERY_SMALL|
|sprite|| Sprite ID from INTERWIN.DAT used to draw this UFO in the dogfight view and UFOpaedia.
don't try to add more images if you don't want to punch yourself in the face - use modsprite
|modSprite||Filename used to draw this UFO in the dogfight view and UFOpaedia.||-|
|damageMax||Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.||0|
|speedMax||Maximum speed in nautical miles.||0|
|accel||Aceeleration value shown in the UFOpaedia.||0|
|power||Damage power of this UFO's weapon in dogfights.||0|
|range||Maximum range of this UFO's weapon in dogfights (in meters).||0|
|score||Score gained when this UFO is destroyed, or half this score if it crash lands.||0|
|reload||Time the UFO's weapon takes to fire between each shot.||0|
|breakOffTime||Minimum amount of time for the UFO to be able to break off of a dogfight.||0|
|battlescapeTerrainData||Terrain associated to this UFO in Battlescape missions.||required|
|missionScore||Negative points awarded each half hour the UFO is airborne, and twice this value when landed||1|
|terrains||Optional flag - any terrains listed here will override the Geoscape terrains normally used when generating maps with UFOs present||-|
Defines one of the sections of the Battlescape inventory (eg. Backpack), listed in "invs:".
|type||String ID of the inventory name.||required|
|Pixel coordinates of this section on the inventory screen.|| 0
|type|| Type of this section:
|slots||List of the grid slots ([x, y]) that this section is composed of. For example, to make a 2x2 section, you would have [0, 0] [0, 1] [1, 0] [1, 1].||-|
|costs||List of Time Units costs to move an item from this section to another one (eg. STR_BACKPACK: 16 means it will cost 16 TUs to move an item from this section to the Backpack).||-|
Defines one of the terrains used to generate a Battlescape map, listed in "terrains:".
|name||String ID of the terrain name.||required|
|mapDataSets||List of filenames (each with matching MCD/PCK/TAB files) that contain the tiles of this terrain.||-|
|mapBlocks||List of map blocks (see below) that are used for generating a map.||-|
|civilianTypes||List of units to use as civilians for this mission.||[MALE_CIVILIAN, FEMALE_CIVILIAN]|
|name||Filename of the map.||required|
|width||Width of this map block in Battlescape grid units.||0|
|length||Length of this map block in Battlescape grid units.||0|
|height||Height of this map block in Battlescape grid units.||1|
|groups|| List (or single number) of groups this mapblock belongs to (used in mapscripts)
|revealedFloors||Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors|
|items||An array of items to add to this mapblock, an the positions to place them at.||-1|
- hemisphere only applies to UFO missions, not Terror ones.
- width/length defines the size of the map
- be aware that the mapview "width"-label is the openxcom ruleset length parameter
- be aware that the mapview "length"-label is the openxcom ruleset width parameter
- All maps with an XCOM/Alien craft require at least one map block assigned to Group 1. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed.
- All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of Types 2, 3 and 4 (for a total of 3 maps, which are required to place roads).
|type||name of the script||required|
|commands||List of MapCommands||-|
|type|| Currently these commands are implemented:
|label|| A numeric label that can be used for conditional execution of commands.
Each label should be unique within the command list (0=default no need for uniqueness).
|conditionals|| Defines the conditions that allows the execution of this command.
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed. commands that are not yet executed are always in failed state.
|executionChances||the chance that this command will be executed (or fails)||100|
|executions||this command will be executed multiple times with a value > 1||1|
|groups||Defines the what mapblock are used within this command. Can be list of goups or a single number.||0|
|blocks||Alternative to groups. Here we define a list of mapblocks that are used within this command.||0|
|rects|| A list of possible ranges where (random) placement/checks/removal can happen in a map.
Is a list of a list of four integers, representing y/x/width/height.
|full map [y,x,mapSize_width,mapSize_heigth]|
|size||size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.||?|
|freqs||For a list of mapblocks (defined by blocks?) we can define distribution frequency here.||1|
|maxUses||For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.||-1|
|direction||used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.||-1|
|tunnelData||Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)||0|
|UFOName||TO define the UFO to be placed as a string (STR_).||0|
- There are 3 main 'types' of map generation in UFO/TFTD:
- Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the Battlescape;
- Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense);
- Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).
- Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly.
- Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can't place this map then OpenXcom will display a message saying that it couldn't place XCom units on the map.
- Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn't generate the map.
- The "addLine" command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.
- The "addCraft" and "addUFO" commands will place blocks from group 1 as well, by default, if any are defined.
MissionScripts determines how many missions are spawned each month.
|type||Name of the script used for overwriting or deleting purposes.||required|
|firstMonth||Months this command runs on, 0 runs on startup of a new game||0|
|lastMonth||Do not run after this month. In this context we mean "run once". -1 denotes no limit.||-1|
|label||A numeric label that can be used for conditional execution of commands. Each label should be unique within the command list (0=default no need for uniqueness).||0|
|conditionals|| Defines the conditions that allows the execution of this command. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.
Commands that are not yet executed are always in failed state.
|missionWeights||The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).||-|
|executionOdds||% chances of this command executing.||100|
|targetBaseOdds||% chances of this mission targeting a region containing an xcom base instead of random.||0|
|startDelay||Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.||0|
|raceWeights||List which can override established monthly race weights if desired.||-|
|regionWeights|| List which can override established monthly region weights if desired. This will come into play only if the mission doesn't target an xcom base.
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.
|minDifficulty||This command only applies to difficulty levels of this or above.||0|
|researchTriggers|| A list of research topics that can influence the execution of this mission. For example
Several research triggers can be combined and for the mission to appear all must be fulfilled.
|maxRuns||This mission type can only execute this number of times, -1 for infinite.||-1|
|avoidRepeats||This is used to ensure different coordinates for this mission. It means "store an array of x previous coordinates, and don't use them again".||0|
|varName||This is an internal variable name, used for tracking maxruns and avoidRepeats.||-|
|useTable||Check if this mission type appears in the mission tables. If true remove it from there?||true|
Relevant ruleset files for editing missions are for a terror type mission:
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style "points" (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these "points" as the mission site targets. The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.
Defines a Battlescape unit's armor as well as visual representation (so every unit has an armor), listed in "armors:".
|type||String ID of the armor name.||required|
|spriteSheet||Sprite sheet from UNITS used to draw a unit wearing this armor.||-|
|spriteInv||Sprite used for the Inventory Backgrounds of a unit wearing this armor.||-|
|spriteFaceGroup||Pixel color group in palette that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by face recoloring based on nationality.|| example: |
|spriteFaceColor|| New colors index for face pixels. 8 values ordered by:
Other units use random position form table. Value 0 mean original value.
- 96 - 96 - 96 - 96 - 160 - 160 - 163 - 163
|spriteHairGroup||Pixel color group in palette that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by hair recoloring based on nationality.|| example: |
|spriteHairColor|| New colors index for hair pixels. 8 values ordered by:
Other units use random position form table. Value 0 mean original value.
- 144 - 144 - 164 - 164 - 245 - 245 - 166 - 166
|spriteUtileGroup||Pixel color group in palette that will be replace in unit graphic by new color, range form 1-15 (its skip first group).||-|
|spriteUtileColor|| New colors index for pixels. 8 values ordered by:
Other units use random position form table. Value 0 mean original value.
|spriteRankGroup||Pixel color group in palette that will be replace in unit graphic by new color, range form 1-15 (its skip first group).||-|
|spriteRankColor|| New colors index for pixels. For soldiers 6 values ordered by:
For aliens 7 values ordered by (alien unit rank property):
Civilians uses random position form 8 element table. Value 0 mean original value.
|corpseBattle||List of string IDs of the corpse items generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.||-|
|corpseGeo||String ID of the corpse item associated with this unit on the Geoscape.||-|
|storeItem||String ID of the item that represents this armor in Base Stores for equipping.||-|
|weight||Physical weight of the armor when worn||0|
|stats||like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.||-|
|frontArmor||Protection provided on the front of the unit.||0|
|sideArmor||Protection provided on the sides of the unit.||0|
|rearArmor||Protection provided on the rear of the unit.||0|
|underArmor||Protection provided under the unit (eg. from explosions).||0|
|drawingRoutine|| Drawing routine used to put together the body parts in the unit's spriteSheet:
|constantAnimation||Set it to "true" for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.||false|
|movementType|| Type of movement provided by this armor:
|damageModifier|| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see Items section) received. Modifiers must be specified for all damage types, in this order:
|size||Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.||1|
|loftempsSet||List of LOFTEMPS IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.||-|
|loftemps||loftemps is a deprecated option that only works for 1x1 sized units.||-|
|forcedTorso||soldier sprites have female and male torsos. some armours reuse these sprites for flying/non flying torso without difference between genders. This can be controlled by the parameter: 0 = use genderrelated torso, 1 = use male torso, 2 = use female torso||0|
Player Units (Soldiers)
Defines a soldier recruited by X-COM, listed in "soldiers:".
Unit stats are represented as follows:
- bravery (always a multiple of 10)
|type||String ID of the soldier type.||required|
|requires||List of topics (string IDs) that must be researched to unlock this soldier type. If none are specified, this soldier type is unlocked from the start.||-|
|minStats||Minimum values used to generate the soldier's Starting Stats. In this case, psiSkill is treated as the initial stat (not generated).||-|
|maxStats||Maximum values used to generate the soldier's Starting Stats. In this case, psiSkill is treated as the minimum value for the first month of psi training (actual value is 100%-150%).||-|
|statCaps||Maximum stats this soldier can gain through Experience. NOTE: A stat will still go over the limit once, and then will no longer increase (see Regarding Caps).||-|
|armor||String ID of the armor this soldier uses by default.||-|
|costBuy||Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen.||0|
|costSalary||Amount of money spent monthly for employing this soldier type.||0|
|standHeight||Height of this soldier when standing.||0|
|kneelHeight||Height of this soldier when kneeling.||0|
|floatHeight||Distance between the bottom of this unit and the ground.||0|
|femaleFrequency||The probability that a female soldier is hired.||50|
|soldierNames||List of soldier name files/paths. Use delete to clear previously-loaded names.||-|
AI Units (Aliens/Civilians)
Defines an alien (enemy) or civilian (neutral) unit, listed in "units:". Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:
- bravery (always a multiple of 10)
|type||String ID of the unit name.||required|
|race||String ID of the unit race (for alien units).||-|
|rank||String ID of the unit rank (for alien units).||-|
|stats||Battlescape stats of this unit.||-|
|armor||String ID of the armor this unit uses by default.||-|
|standHeight||Height of this unit when standing.||0|
|floatHeight||Distance between the bottom of this unit and the ground.||0|
|value||Score this unit is worth.||0|
|deathSound||Sound ID from BATTLE.CAT played when this unit dies. No value means no sound at death.||-|
|aggroSound||Sound ID from BATTLE.CAT played when this unit aggros.||-1|
|moveSound||Sound ID from BATTLE.CAT played when this unit moves.||-1|
|intelligence||Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.||0|
|aggression|| Aggression of this unit's AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.
Vanilla values are:
|energyRecovery||Energy recovered by the unit each turn||30|
|specab||Special ability of this unit:||0|
|spawnUnit||String ID of the unit used to respawn on death (eg. Zombies respawn as Chrysallids).||-|
|livingWeapon||Is this unit a living weapon? (only attacks with a fixedWeapon)||false|
|female||Is this unit a female? (used for TFTD civilian types)||false|
|meleeWeapon||If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)||-|
|builtInWeapons||A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)||-|
|builtInWeaponSets||A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)||-|
|id||String ID of the alien race name.||required|
|members|| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).
|retaliation||retaliation enables/disables the race for retaliation missions.||True|
Defines a Battlescape deployment data used in Alien Missions (such as alien and map configurations), listed in "alienDeployments:".
|type||String ID of the deployment name.||required|
|width||Width of the Battlescape map in grid units.||0|
|length||Length of the Battlescape map in grid units.||0|
|height||Vertical height of the Battlescape map in grid units.||0|
|terrains||list of string IDs of the terrain to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.||-|
|shade||Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.||0|
|nextStage||String ID of the next deployment stage to use after this one, for multi-stage missions.||-|
|race||Sets the race to use in the next stage.||""|
|finalDestination||Sets whether this mission is where you send your uber-craft to win the game.||"false"|
|winCutscene||Sets the cutscene to play when you win the mission. If set to "winGame" or "loseGame", the player will be returned to the main menu after the cutscene plays.||-|
|loseCutscene||Sets the cutscene to play when you lose the mission. If set to "winGame" or "loseGame", the player will be returned to the main menu after the cutscene plays.||-|
|alert||String ID to use when this mission spawns on the Geoscape.||-|
|markerName||String ID that identifies this mission on the Geoscape.||-|
|markerIcon||What icon should be used to represent this base/site (taken from GlobeMarkers section on Extrasprites)||-|
|duration||[min, max] -- Minimum and maximum duration of this mission on the Geoscape (in hours).||-|
|script||Reference to a mapScript.||-|
|data||List of deployment data for each alien rank on this mission (see below).||-|
|briefing||Information about the mission briefing (see below).||-|
|genMissionType||Which mission should this base generate? (usually supply missions - can be used to generate any mission, with the exception of Terror Sites where the UFO will be generated but the site will never appear)||-|
|genMissionFreq||Daily chance for the base mission to be generated.||-|
|alienBase||Used only for New Battle mode||true|
|points||Negative score applied for each day this mission is active (applied daily for bases, or every half hour for mission sites)||-|
|alienRank||Rank associated with this deployment data, as defined by the order of the race in question (see above)||required|
|lowQty||Minimum quantity of aliens to spawn on beginner/experienced.||0|
|highQty||Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)||0|
|dQty||Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).||0|
|extraQty||functionally identical to dQty, spawns a random number of additional aliens.||0|
|percentageOutsideUfo||Percentage (0-100%) of aliens to spawn outside in UFO sites.||0|
|itemSets||Three lists (one for each alien technology level) of items (string IDs) for the aliens to equip.||required|
|title||String ID for a custom briefing title text. Defaults to the same name as the alienDeployment.||-|
|desc||String ID for a custom briefing description text. Defaults to the same name as the alienDeployment + _BRIEFING.||-|
|palette||The color swatch to use from BACKPALS.DAT.||0|
|textOffset||Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.||0|
|music||The ID of the music to play.||"GMDEFEND"|
|background||The background screen to show.||"BACK16.SCR"|
|showCraft||Whether to show the name of craft that arrived at the mission site.||true|
|showTarget||Whether to display the mission target name.||true|
|cutscene||Sets the cutscene to play before the mission briefing.||-|
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO & TFTD), Synomium Devices (TFTD) and Alien Brain/T'Leth (UFO/TFTD).
|objectiveType||Defines which type of MCD to check for when tallying mission objectives.||-|
|objectivesRequired||How many of the previous tile types must be destroyed in order for the mission to be considered a success.||-|
|objectivePopup||Defines the message that will appear between turns, after the objective requirements have been fulfilled.||-|
|objectiveComplete||The string and score adjustment to be shown on the mission debriefing.||[string, int]|
|objectiveFailed||The string and score adjustment to be shown on the mission debriefing.||[string, int]|
|despawnPenalty||How many points the aliens will receive when this site despawns due to XCom negligence.||-|
|turnLimit||The amount of turns before the mission ends automatically.||0 (no limit)|
|chronoTrigger||What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win||0|
|cheatTurn||When the aliens became aware of all your units (on vanilla it was after turn 20)||20|
- turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the 'Hidden Movement' screens as '1/20', '2/20', etc., and the numbers will switch to red when there's less than 3 turns remaining.
- chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:
- 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn't completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.
- 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you'll need to bring at least 1 soldier to the next stage.
- 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you'll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.
- Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units.
- cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.
Defines a research topic that X-COM scientists can investigate, listed in "research:".
|name||String ID of the research project's name (or item, if a lookup is defined).||required|
|lookup||String ID of the research project's display name and UFOPaedia article reference.||-|
|cost||Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.||0|
|points||Score earned for completing this project.||0|
|needItem||Does this project require an item of the same name?||false|
|destroyItem||Will this item be destroyed (removed from stores) after research is finished?||false|
|dependencies||List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list "unlocks" this one, it becomes available.||-|
|unlocks||List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").||-|
|requires||List of research projects unilaterally required before this project can be unlocked (for example, "the martian solution" will not even be considered for unlocking until AFTER "alien origins" is completed).||-|
|getOneFree||List of "bonus" research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Used in Alien Navigators (gives random alien Mission), Medics (random alien interrogation or autopsy) or Engineers (gives UFO type).||-|
|unlockFinalMission||If true, this research topic allows to send a spacecraft to the final mission.||false|
|cutscene||The name of the cutscene to play when this project is completed. If the cutscene is "wingame" or "losegame", the player is returned to the main menu after the cutscene plays.||-|
Defines a manufacture project that X-COM engineers can produce, listed in "manufacture:".
|name||String ID of the manufacturing project's name (and the item it produces).||required|
|category||String ID of the manufacturing project's category.||-|
|requires||List of topics (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.||-|
|space||Amount of Workshop space required to begin this project.||0|
|time||Number of man hours (on average) required per item.||0|
|cost||Monetary deduction per item manufactured.||0|
|requiredItems||List of items required and consumed per item manufactured.||-|
|producedItems||List of items produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.||1|
Defines an article in the in-game UFOpaedia, listed in "ufopaedia:".
|id||String ID of the article name. This must match the ID of the object associated with this article, if applicable.||required|
|title||String ID of the article title. If omitted, the id is used.||-|
|type_id|| Type of this article:
|section||String ID of the UFOpaedia section this article belongs in.||-|
|requires||List of topics (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.||-|
|image_id||Filename of the background image displayed on this article, if applicable.||-|
|text||String ID of the description displayed on this article.||-|
|text_width||Maximum width of the text displayed, only applicable to Text & Image articles.||150|
|rect_stats||Rectangle (x, y, width, height) of the stats text on the screen, only applicable to Craft articles.||0|
|rect_text||Rectangle (x, y, width, height) of the description text on the screen, only applicable to Craft articles.||0|
|weapon||String ID of the weapon, only applicable to HWP articles.||-|
Defines a trajectory carried out by an UFO during an alien mission, listed in "ufoTrajectories:".
|id||String ID of the trajectory name.||required|
|groundTimer||Amount of seconds for the UFO to spend on Ground waypoints.||0|
|waypoints|| List of waypoints for the UFO to traverse, defined as [zone, altitude, speed].
zone: Globe zone where the waypoint is located.
speed: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.
Defines an alien mission carried out by UFOs on the Geoscape, listed in "alienMissions:".
|type||String ID of the mission type.||required|
|points||Score allocated to aliens for successfully completing this mission.||0|
|objective|| Missions are split by objective:
|spawnZone||mission zone to use when spawning mission sites / alien bases.||-|
|siteType||mission type to use when spawning mission sites / alien bases.||-|
|spawnUfo||UFO to spawn for retaliation.||-|
|raceWeights||List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by "number of months after game beginning".||required|
|waves||List of UFO waves to spawn as this mission progresses, as described below.||required|
|ufo||String ID of the UFO to spawn.||required|
|count||Number of UFOs to spawn.||0|
|trajectory||String ID of the trajectory for this UFO to use when entering Earth's atmosphere.||required|
|timer||How long after the previous wave should this wave arrive? (in minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)||0|
|objective||true Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.||-|
- The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)
- If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days
Alien Item Levels
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.
0 = first set (plasma pistol/clip) 1 = second set (plasma rifle/clip) 2 = third set (heavy plasma/clip)
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.
The above can be confusing. There are 10 fields; each number represents 10%.
There are six instances of '0'. 6x10% = 60% chance of plasma pistol
There are three instances of '1'. 3x10% = 30% chance of plasma rifle
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma
Each line represents a month after the beginning of the game, and there is no limit to the number defined.
OpenXCom will use the most recently available item level in the event the game goes on forever.
Adds or replaces sprites in an existing X-COM image file, listed in "extraSprites:".
|type||Filename of the original/new image to modify.||required|
|Size of the sprite(s) in pixels.|| 0
|singleImage||Is the image file just a single sprite (true) or a spritesheet (false)?||false|
|Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).|| 0
|files||List of the new sprites to add/replace, listed as spriteID: filename.||-|
- type: GIANTBUNNY.PCK width: 32 height: 40 files: 0: Resources/Bunny/Bunny00.png 1: Resources/Bunny/Bunny01.bmp 2: Resources/Bunny/Bunny02.gif
Further example: (takes advantage of the ability to drop numerous images into a single folder that will then behave as a sprite sheet)
- type: GIANTBUNNY.PCK width: 32 height: 40 files: 0: Resources/Bunny/sprite/
(The folder "/sprite/" is required to make this work. Files within will be numbered sequential from the number defined above. "0" in this case.)
Adds or replaces sounds in an existing X-COM sound file, listed in "extraSounds:".
|type|| ID of the original sound file to modify:
|files||List of the new sounds to add/replace, listed as soundID: filename.||-|
- type: BATTLE.CAT files: 55: Resources/Sounds/sample.wav
Custom music options can be defined in the Music.rul file. More details here.
Adds or replaces text strings in an existing OpenXcom language file, listed in "extraStrings:".
|type||Filename of the original language file to modify, sans extension.||required|
|strings||List of the new strings to add/replace, listed as stringID: text.||-|
- type: en-US strings: STR_SNIPER_RIFLE: Sniper Rifle STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip - type: en-GB strings: STR_SNIPER_RIFLE: Sniper Rifle STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip - type: de strings: STR_SNIPER_RIFLE: Scharfschützengewehr STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition - type: ru strings: STR_SNIPER_RIFLE: Снайперская винтовка STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке
Statstrings are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.
|string||String to add to name.||required|
|One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)||-|
statStrings: - string: "x" psiStrength: [~, 30] - string: "P" psiStrength: [80, ~] - string: "p" psiStrength: [60, 79] - string: "K" psiSkill: [60, ~] - string: "k" psiSkill: [30, 59] - string: "b" bravery: [60, ~] - string: "c" bravery: [~, 10] - string: "w" strength: [~, 25] - string: "Snpr" firing: [60, ~] reactions: [60, ~] - string: "M" firing: [70, ~] - string: "m" firing: [60, 69] - string: "Sct" reactions: [50, ~] tu: [60, ~] - string: "R" reactions: [60, ~] - string: "r" reactions: [50, 59]
Defines the font collection used by default.
|fontName||Name of *.dat file, placed in Language folder, which describes used font collection.||Font.dat|
Defines a video playlist or a slideshow sequence, listed in "cutscenes:".
|type||String ID of the cutscene.||required|
|useUfoAudioSequence||Whether to use the audio sequence for the original UFO intro movie. This should only ever be set to true for the UFO intro.||"false"|
|videos||A list of video filenames to play with the FLC player.||required if this is cutscene is a video playlist|
|slideshow||Info for playing a slideshow (see below).||required if this is cutscene is a slideshow|
|transitionSeconds||The number of seconds to wait before automatically transitioning to the next slide. The user can always force a transition faster by clicking.||30|
|musicId||The id of the music to play.||-|
|slides||List of slide data elements (see below).||required|
|imagePath||The path to the image file to display in the background. The palette for the slide is taken from the image, so caption text color will be determined by the image palette.||required|
|caption||The string ID of the caption text.||-|
|captionSize||The size of the text box, in pixels, in which to display the caption.||[320, 200]|
|captionPos||The screen position at which to display the caption.||[0, 0]|
|captionColor||The palette index to use for the caption color.||required|