Difference between revisions of "UNITREF.DAT"
m (→Structure: hopefully clarified this further) |
m (→Structure) |
||
Line 258: | Line 258: | ||
!<span id="43"></span>43 | !<span id="43"></span>43 | ||
!<span id="0x2B"></span>0x2B | !<span id="0x2B"></span>0x2B | ||
− | |Called "deployment" with values of 0 or 1 (0=normal, 1=special). When | + | |Called "deployment" with values of 0 or 1 (0=normal, 1=special). |
+ | When it is zero, the routine to select a place to spawn the alien unit on the battlefield follows normal rules: Only nodes specified for alien units of the appropriate rank are chosen. If none are available, nodes for civilians may be used. | ||
+ | When it is one, civilian/neutral-spawn-points are used, ignoring the unit's rank. As result - Commanders/leaders can occasionally be spawned outside of the UFO craft (and ramble around the UFO) and not in the "control room", which has an exclusive commander spawn node. The chance for this byte to be set is based on byte5 for the alien's rank in the alien equipment table. | ||
|- valign="top" | |- valign="top" | ||
!<span id="44"></span>44 | !<span id="44"></span>44 |
Revision as of 11:33, 25 June 2015
A save game file that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with UNITPOS.DAT.
Comes in three flavours:
- UNIREF.DAT
Initially created by the GeoScape engine before tactical battles. Stored in the MISSDAT folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn't determined until later). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.
- UNITREF.DAT
Created along with a battlescape save, contains the mid-mission state of the unit table.
- UNIREF2.DAT
Appears in the MISSDAT folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via experience, and which aliens need to be hauled off to the Alien Containment unit.
Values are presented according to byte offset (0 to 123 (or 131 for TFTD)) followed by the equivalent hex offset (0x00 to 0x7B (or 0x83 for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the bottom of the page for those values that're unknown, or to the talk page for further ideas as to what they could be.
Structure
Offset (Decimal) |
Offset (Hex) |
Usage |
---|---|---|
0 | 0x00 | Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [53] & [54] (weapons in hands), [115] (gender) and [120] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.
UFO TFTD 0: Male/female unarmored X-COM soldier 0: Male/female unarmored X-COM diver 1: Male/female personal armor soldier 1: Male/female plastic armor diver 2: Power/flying suit soldier 2: Power/flying suit diver 3: Tank 3: Tank 4: Sectoid 4: Aquatoid 5: Snakeman 5: Gillman 6: Ethereal 6: Lobster Man 7: Muton 7: Tasoth 8: Floater 8: Calcinite 9: Celatid 9: Deep One 10: Silacoid 0A: BioDrone 11: Chryssalid 0B: Tentaculat 12: Reaper 0C: Triscene 13: Sectopod 0D: Hallucinoid 14: Cyberdisc 0E: Xarquid 15: Male civilian 0F: Male civilians 16: Female civilian 10: Female civilians 17: Zombie 11: Zombie 255: Unused 255: Unused
|
1 | 0x01 | Inventory paper doll image. File "UFOGRAPH\MAN_"+(char)(value + 48)+".SPK" will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [115] and [116] are used to determine the picture.
0: No armor. 1: Personal armour. 2: Power suit. 3: Flying suit. |
2-5 | 0x02-0x05 | Four byte value pointing to RAM location of the PCK set used by the unit. Re-determined when the save game is loaded. |
6-9 | 0x06-0x09 | Four byte value pointing to RAM location of the TAB index for the PCK data used by the unit. Re-determined when the save game is loaded. |
10 | 0x0A | Unit facing. Does NOT control HWP turret direction; see [24].
0: North (up right) 1: Northeast (right) 2: East (down right) 3: Southeast (down) 4: South (down left) 5: Southwest (left) 6: West (up left) 7: Northwest (up) |
11 | 0x0B | Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. MCD[39+UnitRef[11]] is the offset used. Note: By default, this is 0 for ALL unit types.
0: Walking 1: Sliding 2: Flying |
12 | 0x0C | Current TUs. |
13 | 0x0D | Current Health. Health of 0 = Dead. Compare [42], [120].
For my Bravery experience point testing, I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still "alive" (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died again at the end of next turn, even though they were all on the ground (I heard screams, and all soldiers' Morale went to 100 again). What the heck? The aliens stayed down after that, though. --MikeTheRed 16:01, 3 November 2006 (PST) Update: UNITPOS.DAT offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF & BB - MTR
|
14 | 0x0E | Current Stun level how much falloff of paralysis every turn? What determines it? |
15 | 0x0F | Current Energy |
16 | 0x10 | Current Reactions NKF: affected by health percentage |
17 | 0x11 | Strength |
18 | 0x12 | Current Front Armour |
19 | 0x13 | Current Left Armour |
20 | 0x14 | Current Right Armour |
21 | 0x15 | Current Rear Armour |
22 | 0x16 | Current Under Armour |
"Base" means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values. | ||
23 | 0x17 | Base Firing accuracy. Current value = this * [13]/[26] (percent health) |
24 | 0x18 | Base Throwing accuracy. Current value = this * [13]/[26] (percent health)
Note: Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it's facing forwards. Additional values are clockwise increments; see [10]. |
25 | 0x19 | Base TUs |
26 | 0x1A | Base Health |
27 | 0x1B | Base Energy |
28 | 0x1C | Base Reactions |
These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it's been damaged | ||
29 | 0x1D | Base Front Armour |
30 | 0x1E | Base Left Armour |
31 | 0x1F | Base Right Armour |
32 | 0x20 | Base Rear Armour |
33 | 0x21 | Base Under Armour |
34 | 0x22 | Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game. |
35 | 0x23 | Energy to recharge each turn. Equals recruit initial TUs/3 (SOLDIER.DAT[43], not total base TUs). This is a signed byte. See Time Units and Energy Usage; also see [45] (energy usage when walking/turning). BombBloke: Is this affected by damage? |
36 | 0x24 | Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing. |
37 | 0x25 | Psi skill. Psi stats not displayed/usable until this is greater then 0. |
38 | 0x26 | Item to create when unit is unconscious/dead (index into obdata.dat).
NKF: If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc. For unconscious 'units', the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the 'item' will work, but when the unit wakes up, the 'item' image in the soldier's hands is not cleared, even though the item no longer 'exists' in the soldier's hands. Using this 'item' will just crash the battlescape. Actually, I do not even want to think about what would happen if you 'prime' a grenade/stunned body. |
39 | 0x27 | "Soldier value" a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.
20 + Missions + Rank Bonus with Rank Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10 Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value. |
40 | 0x28 | Index into SOLDIER.DAT, so game knows what to update. 255 = does not belong to anyone (i.e., it's not a soldier). NKF: This byte is critical for player controlled units. If this doesn't refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated. |
41 | 0x29 | Animation frame counter for the unit. Used by eg Celatids and Silacoids. |
42 | 0x2A | Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.
X-COM 0: Rookie Civvies are 0 too 1: Squaddie 2: Sergeant 3: Captain 4: Colonel 5: Commander 255: Dead/unused Aliens 1: Commander 2: Leader 3: Engineer 4: Medic 5: Navigator 6: Soldier 7: Terrorist 255: Dead/unused Hull shape for X-COM tanks: 0: Treaded 1: Hover I don't see 255 set for three dead mutons in a current game... [13] (Health=0) seems to be the only reliable death indicator for them. Compare [120]. -MikeTheRed |
43 | 0x2B | Called "deployment" with values of 0 or 1 (0=normal, 1=special).
When it is zero, the routine to select a place to spawn the alien unit on the battlefield follows normal rules: Only nodes specified for alien units of the appropriate rank are chosen. If none are available, nodes for civilians may be used. When it is one, civilian/neutral-spawn-points are used, ignoring the unit's rank. As result - Commanders/leaders can occasionally be spawned outside of the UFO craft (and ramble around the UFO) and not in the "control room", which has an exclusive commander spawn node. The chance for this byte to be set is based on byte5 for the alien's rank in the alien equipment table. |
44 | 0x2C | Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so. This determines the amount of the unit's TUs that are devoted to shooting: 0=50%,1=60%,2=66%. |
45 | 0x2D | Used to calculate energy loss when walking or turning as: INT( TUs / 2[45] ). See Energy#Usage; compare [35] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map tile TU cost is 12). In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn't care if they are garbage? |
46 | 0x2E | HWP turret image. Only used (and only appears) if unit type [0]=3 (X-COM tanks):
0: Cannon 1: Rocket 2: Laser 3: Plasma 4: Blaster 5,6: ? Blanks Note: For non-tanks, this controls the inventory layout. Only 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [113] and [117]. |
47 | 0x2F | This is a direct copy of offset[48] from the MCD record of the tile the unit is standing on. A signed byte. |
48 | 0x30 | Values for this byte always equal [52] and are:
2 (3x3 square; legacy 5 pixels): Sectoid 3 (5x5 square, corners removed; legacy 7 pixels): Celatid, Chryssalid, Civvie, Ethereal, Floater, Muton, Snake, Soldier 4 (7x7 octagon; legacy 9 pixels): Cyberdisc, Hovertank, Reaper, Sectopod, Tank 5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels): Silacoid Based on copious research by Bomb_Bloke, Seb76, Zombie, and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the "3D" shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each "silhoutte" that LOFTEMPS.DAT corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that's what this byte is about), and 24 pixels high (compare [49]). This cylindrical shape is used in conjunction with height [49] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section): LOF LOF Cross Percent Lookup Width Height Section of 384 Float 4x? Type UR[48] Pixels UR[49] Pxls X Ht (16x24) UR[51] ---- ------ ------ ------ --------- ------- ------ --- Sectoid 2 5 16 80 20.8% - - Celatid 3 7 12 84 21.9% 6 - Soldier (Kneeling) 3 7 14 98 25.5% - - Hovertank 4 9 12 108 28.1% 6 Yes Silacoid 5 11 10 110 28.6% - - Snakeman 3 7 18 126 32.8% - - Zombie 3 7 18 126 32.8% - - Ethereal 3 7 20 140 36.5% - - Cyberdisc 4 9 15 135 35.2% 2 Yes Chryssalid 3 7 21 147 38.3% - - Civilian 3 7 21 147 38.3% 2 - Floater 3 7 21 147 38.3% 2 - Muton 3 7 21 147 38.3% - - Tank 4 9 16 144 37.5% - Yes Soldier 3 7 22 154 40.1% - - Reaper 4 9 23 207 53.9% - Yes Sectopod 4 9 23 207 53.9% - Yes Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the "Percent of 384" column. In reality, though, the accuracy of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it's useful to see, keep in mind that this column only shows relative numbers.
The unit Float number ([51], below) is shown simply for convenience. It does not enter into the cross-sectional computations. "4x" units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated). Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing. |
49 | 0x31 | Standing height. |
50 | 0x32 | Kneeling height. |
51 | 0x33 | Floating height. A unit 'floats' this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. Does this have an effect on explosive damage? |
52 | 0x34 | "Radius" of LOF Template. Always the same as [48] in all known saved games. More info can be found at Talk:UNITREF.DAT#Offsets_0x30_&_0x34 ([48] and [52]). |
53 | 0x35 | Image index for item in left hand. 255 for none. Indexes into OBDATA.DAT, not OBPOS.DAT. |
54 | 0x36 | Image index for item in right hand. 255 for none. Indexes into OBDATA.DAT, not OBPOS.DAT. |
NKF: If there is no item in the unit's hands, but one of the above two bytes are set, the 'image' that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn't get displayed. Otherwise, it'll work as normal. | ||
55 | 0x37 | Damage Modifier Category
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I'm not sure about 13 as the Zombie's stats haven't been found yet, but I think there is a category in the DM's for it. Value Unit Type(s) 0 Terrain and Items 1 Civilian, Sectoid, Celatid, Floater 2 Personal Armor 3 Power Suit, Flying Suit 4 Tanks, Hovertanks 5 Snakemen 6 Ethereal 7 Muton 8 Silacoid 9 Chryssalid 10 Reaper 11 Sectopod 12 Cyberdisc 13 Zombie |
56 | 0x38 | Melee Accuracy (SOLDIER.DAT bytes 50 (initial) & 60 (increase) added together) |
57 | 0x39 | Psionic Strength |
58 | 0x3A | Current Morale. Base morale is hardcoded to 100. |
59 | 0x3B | Bravery = 110 - (10 * this value) |
60 | 0x3C | Panic mode. This takes effect at the start of the unit's next turn. Since it is cleared at that point, you'll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.
0: None 1: Freeze 2: Running 3: Berserk |
61 | 0x3D | [62] will increment by this amount whenever the unit moves.
3: Sectiod - Hobbes 4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens) 30: Tank/Laser |
62 | 0x3E | Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values. |
63 | 0x3F | Number of Fatal Wounds to head. |
64 | 0x40 | Number of fatal wounds to torso. |
65 | 0x41 | Number of fatal wounds to right arm. |
66 | 0x42 | Number of fatal wounds to left arm. |
67 | 0x43 | Number of fatal wounds to right leg. |
68 | 0x44 | Number of fatal wounds to left leg. |
69-70 | 0x45-0x46 | Indexes into ROUTES.DAT. To start with, aliens will be located at the same position as the node indicated by byte 69.
|
71 | 0x47 | Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the Talk page. |
72 | 0x48 | The amount of Morale that has been restored using the Medkit's painkillers. The amount that can be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this. |
73 | 0x49 | Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. Hey - why do humans have zero intelligence? :( |
74 | 0x4A | AI Mode. Zaimoni found Here that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a "recalculate" marker. |
75 | 0x4B | Unknown. With that said, the only item remaining on my list is called "lightdirect" or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight? |
76-77 | 0x4C-0x4D | Mission count. Signed integer (low byte, high byte) also found in SOLDIER.DAT MTR: Wonder why they bothered to put this in Unitref since this will never change during a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape? |
78-79 | 0x4E-0x4F | Kill count. Signed integer (low byte, high byte) also found in SOLDIER.DAT. Number of kills this unit has made for ALL missions, not just this one. This one can vary "unpredictably" and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat! |
80 | 0x50 | Reactions experience counter, for number of reaction shots. It doesn't matter if they hit the target; reactions still count. See Note 2 re: Experience counters. (Also note: Aliens do not use experience counters.)
NKF: Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn't got an owner? |
81 | 0x51 | Firing Accuracy experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero Damage, it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) |
82 | 0x52 | Melee Accuracy experience counter, for number of times stun rod has been used (not stun bombs). |
83 | 0x53 | Throwing Accuracy experience counter, for number of times unit has thrown any object. |
84 | 0x54 | Psionic Skill experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That's 85 successful psis (255/3). So be careful of marathon psi'ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn). |
85 | 0x55 | Bravery experience counter, for number of times unit has resisted panicking, despite Morale < 50. Being mind-controlled, panicking, or going berserk does not increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game. |
86-110 | 0x56-0x6E | Unit's Name. Standard string ended by null byte. The rest can hold garbage. |
111 | 0x6F | Called "BigFire". If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the "pointing weapon" position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will always point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired). |
112 | 0x70 | Called "Finished". If true (value of 1) signifies that the unit finished AI actions for current turn. |
113 | 0x71 | If 1, then you can't use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don't use this but their button disables anyway.
BombBloke: This is the only way to access tank inventories.
[1] actually determines the inventory screen used, might be worth playing with that. [46] determines the layout. |
114 | 0x72 | If not 0, then unit is on fire, and will burn for this amount of turns. |
115 | 0x73 | Gender: 0 = male, 1 = female. |
116 | 0x74 | Hair/skin colour (for inventory; all other units = 0):
0: Blond caucasian 1: Brunette caucasian 2: Asian 3: Black |
117 | 0x75 | Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren't all 'objects' (e.g. Celatid). (Mix of notes by BB and NKF)
F.A. TUs F.A. TUs 0: HWP cannon (bigobs[40])....................Aimed 90% 80% Snap 60% 33% 1: HWP rocket (bigobs[42])....................Aimed 115% 75% Snap 55% 45% 2: HWP laser (bigobs[54]).....................Aimed 85% 75% Snap 50% 33% 3: HWP plasma cannon (bigobs[43]).............Aimed 100% 60% Snap 86% 30% 4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120% 80% 5: Celatid plasma cannon (bigobs[38]).........Aimed 110% 60% Snap 75% 30% 6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110% 60% Snap 75% 30% 7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto 50% 35% 22: Invalid - Incredibly powerful armour piercing shell. Overpowering. 255: Unused Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won't be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit's accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape. [*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r |
118 | 0x76 | Ammo for [117] turret weapon |
119 | 0x77 | [Garbage unused by game] Movement related? Large unit related? Possible bitfield.
MTR: 00000000 0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, 00000001 1 Muton, PA Soldier(2) Sectoid(2), Silacoid(2), 00000011 3 PA Soldier PA Soldier(2), Tank/Laser 00000101 5 Snakeman 00001010 10 Celatid - Hobbes game - could have some garbage 00001101 13 Muton, PA Soldier (parens) is count, if more than 1 unit 00010011 19 Snakeman 00100110 38 PA Soldier 00101010 42 Muton(3) 00110001 49 Muton 00110010 50 PA Soldier 00110101 53 Silacoid(2) 00111011 59 Celatid 00111111 63 Silacoid 01001110 78 PA Soldier 01100111 103 PA Soldier 01111111 127 Muton 10010000 144 Muton 11000000 192 Celatid 11111110 254 Muton |
120-123 | 0x78-0x7B | Unit bit flags (32bit), mainly re: mobility. They do NOT affect the soldier in inventory screen: (Mix of notes by BB and NKF)
( 1) 1: 1 = Unit moving. ( 2) 2: 1 = Unit can fly. ( 4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.) ( 8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn. ( 16) 5: 1 = Unit has been disabled for selection. (Stops the unit tab button from selecting this soldier.) ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected. ( 64) 7: 1 = Unit is kneeling. (128) 8: 1 = Unit is wearing power/flying suit. (Can't be stunned by smoke flag? Seems to work for fire, too.) If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it's right hand item). But maybe it's just the order of dropped items affecting this? Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying. What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts? |
124-125 | 0x7C-0x7D | TFTD ONLY - Bubble animation count for soldiers. Can be 0 to 16 (0x0F). |
126-127 | 0x7E-0x7F | TFTD ONLY - Bubble animation delay, skips this amount of frames. |
128-129 | 0x80-0x81 | TFTD ONLY - Bubble animation enable. (0=disable, 1=enable) - [unused by game - taken from "underwater" flag] |
130-131 | 0x82-0x83 | TFTD ONLY - Called "floorabove" flag. Is there a floor above unit? (0=no, 1=yes) [unused by game - calculated on-fly] |
Notes
1) The original/base values for soldier stats (offsets [23]-[28], etc.) correspond to the initial+increase bytes from Soldier.Dat (bytes 43-62). Changes to these Unitref bytes are lost when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don't change during a mission per se (although they might increase when the mission ends); in this way, the programmers didn't have to bother with separately storing and/or adding initial+increase during combat. (It's also why you don't see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn't matter what the soldier stats are in the combat mission.)
The Kill count (offset [78-79]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [80]-[85]) causes stat and rank increases, and decreased health (offset [26] - offset [13]) means hospital time. And, of course, death is permanent. Heh.
2) Experience counters (offsets [80]-[85]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown here. The Bravery counter (offset [85]) affects Bravery as shown here.
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed here. All you need is at least a 1 in offsets [80]-[82] or [84]-[85]; more than 1 and/or multiple counters has no additional effect.
3) BombBloke's additional "To be Done" notes - can we cross some of these off yet?
Need to research: Stun recovery rate, does it exist? Hand to hand attacksOffset of weapon from unit image?Based on unit height and nothing else. There may be values to determine what arm sprites to use, but I doubt it. Firing sprite offset? Probably just based on unit height and some hardcoded values in the executable.Inventory lockout?All mind controlled units are locked out. Kneel lockout? Probably the same as above, I seem to remember that using XcomUtil to "swap sides" would make it possible to kneel small alien units.Aliens seen?Not used in unitref.dat, only in unitpos.dat. -Zombie 23:48, 29 September 2006 (PDT)Whether a unit slides/floats/hovers/rolls/walks (movement noise)?Set according to unit type. What else? The more to look for, the easier it is... Know 119 values. Unknown values (5 in total): [075 / 0x4B] - Always 0? [119 / 0x77] - No idea, possible bitfield, could be anything. [121 / 0x79] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose. [122 / 0x7A] - Always 0? [123 / 0x7B] - Always 0?
4) Hobbes posted a savegame with a TON of different aliens in it here (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see Talk:UNITREF.DAT.
5) A Hex Workshop Structure Library for UNITREF.DAT created by Danial is here.
For More Information
Return to Saved Game Files