https://www.ufopaedia.org/api.php?action=feedcontributions&user=Myk002&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T21:57:18ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)&diff=64562Installing (OpenXcom)2015-05-19T02:18:10Z<p>Myk002: </p>
<hr />
<div>'''OpenXcom requires a vanilla version of the original [[X-COM]] resources.''' This can be any one of:<br />
<br />
* DOS Version 1.4 (you can check if you have the correct version if it contains a "SOUND\GM.CAT" file)<br />
* Windows Version / Collector's Edition<br />
* Steam Version (you can find the game folder in "Steam\steamapps\common\xcom ufo defense\XCOM")<br />
<br />
Make sure your copy has the [http://openxcom.org/index.php/downloads-extras/ latest patch]. '''Do not''' use modded versions (eg. [[XcomUtil]]) as they may cause bugs and crashes.<br />
<br />
== Instructions ==<br />
<br />
In the instructions below, we refer to three different folders a lot: the "data" folder, the "user" folder, and the "config" folder. See [https://github.com/SupSuper/OpenXcom#directory-locations here] for directory definitions and where they are located on your operating system.<br />
<br />
=== All platforms ===<br />
<br />
Copy the original resources (specifically the GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, and UNITS subfolders) to OpenXcom's [https://github.com/SupSuper/OpenXcom#directory-locations Data folder] for version 1.0 or to the UFO folder in the [https://github.com/SupSuper/OpenXcom#directory-locations User folder] for the nightly. If using the nightly, you can alternately/additionally copy in Terror From the Deep files to the TFTD folder in your User folder to prepare for when the TFTD OpenXcom ruleset is released. '''Do not''' just drag/copy your whole X-COM folder into the Data folder, it won't work. For version 1.0 it should end up like this:<br />
<br />
* data<br />
** GEODATA<br />
** GEOGRAPH<br />
** Language<br />
** MAPS<br />
** Resources<br />
** ROUTES<br />
** Ruleset<br />
** Shaders<br />
** SoldierName<br />
** SOUND<br />
** TERRAIN<br />
** UFOGRAPH<br />
** UFOINTRO<br />
** UNITS<br />
<br />
and for the nightly it should look like this:<br />
<br />
* UFO<br />
** GEODATA<br />
** GEOGRAPH<br />
** MAPS<br />
** ROUTES<br />
** Shaders<br />
** SOUND<br />
** TERRAIN<br />
** UFOGRAPH<br />
** UFOINTRO<br />
** UNITS<br />
<br />
If you do this incorrectly, you'll get an error about "X not found". For more specific instructions, check your platform below.<br />
<br />
==== Video tutorial ====<br />
<br />
A video tutorial that covers the installation of milestone version 1.0 [http://www.youtube.com/watch?v=rNneKAwvjoU is available here] (courtesy of [http://www.youtube.com/channel/UCHymw9FSZqharCpMW-WiiHg Ivan Dogovich]). Though recorded for the Windows platform, check it out if you have doubts about a particular step during the installation. <br />
<br />
A video tutorial for installing the nightly [http://www.youtube.com/watch?v=tusc0G5xxns is available here]. It also demonstrates how to install [http://www.openxcom.com/mod/final-mod-pack The Final Modpack] (a popular mod).<br />
<br />
=== Windows ===<br />
<br />
The installer will automatically detect Steam installations, patch the game and copy the original data for you, just follow the instructions.<br />
<br />
=== Mac OS X ===<br />
<br />
Copy the resources to the application's '''data''' resource (right click the application > Show Package Contents > Contents > Resources > data) for version 1.0 or the UFO and/or TFTD resources for the nightly.<br />
<br />
=== Unix-like ===<br />
<br />
OpenXcom requires the following libraries:<br />
<br />
* [http://www.libsdl.org/ SDL] (libsdl1.2)<br />
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)<br />
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later<br />
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)<br />
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp), version 0.5.1 (0.5.2 an later has issues)<br />
<br />
Check your distribution's package manager or the library website on how to install them.<br />
<br />
Copy game resources to the appropriate [https://github.com/SupSuper/OpenXcom#linux folder locations].<br />
<br />
=== Portable ===<br />
<br />
To make a portable version of OpenXcom, just put all the files in the game folder, with a '''data''' (1.0) or '''UFO''' (nightly) subfolder for the resources and a '''user''' subfolder for your saves and settings (you may need to delete your old User Folder so the game doesn't use it instead).<br />
<br />
== Log file ==<br />
<br />
In case you experience any problems or errors during the initial game loading/startup, these will be shown and logged in ''openxcom.log'' in the [https://github.com/SupSuper/OpenXcom#directory-locations User Folder]. Make sure you installed everything correctly as instructed, and if you still experience problems, check the [http://openxcom.org/forum/ forums].<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=64561Mods (OpenXcom)2015-05-19T01:59:13Z<p>Myk002: </p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [http://www.openxcom.com/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
* Extract the mod to a new folder under your mods folder<br />
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are<br />
** If the mods directory doesn't exist, start OpenXcom once and quit and check again<br />
** WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.<br />
** It doesn't really matter what the directory name is as long as it is unique.<br />
<br />
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!<br />
To upgrade a mod, just delete the folder and replace it with the new version.<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64560Ruleset Reference Nightly (OpenXcom)2015-05-19T01:47:06Z<p>Myk002: /* Cutscenes */</p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''finalDestination'''<br />
| Sets whether this mission is where you send your "uber-craft" to win the game.<br />
| "false"<br />
|-<br />
| '''winCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''loseCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
| -<br />
|-<br />
| '''briefing'''<br />
| Information about the mission briefing (see below).<br />
| -<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
==== Briefing Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''palette'''<br />
| The color index to start at in the "PAL_GEOSCAPE" palette.<br />
| 0<br />
|-<br />
| '''textOffset'''<br />
| Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.<br />
| 0<br />
|-<br />
| '''music'''<br />
| The ID of the music to play.<br />
| "GMDEFEND"<br />
|-<br />
| '''background'''<br />
| The background screen to show.<br />
| "BACK16.SCR"<br />
|-<br />
| '''showCraft'''<br />
| Whether to show the name of craft that arrived at the mission site.<br />
| true<br />
|-<br />
| '''showTarget'''<br />
| Whether to display the mission target name.<br />
| true<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
| '''cutscene'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
<br />
Defines the [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
== Cutscenes ==<br />
<br />
Defines a video playlist or a slideshow sequence, listed in ''"cutscenes:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the cutscene.<br />
| ''required''<br />
|-<br />
| '''useUfoAudioSequence'''<br />
| Whether to use the audio sequence for the original UFO intro movie. This should only ever be set to true for the UFO intro.<br />
| "false"<br />
|-<br />
| '''videos'''<br />
| A list of video filenames to play with the FLC player.<br />
| ''required if this is cutscene is a video playlist''<br />
|-<br />
| '''slideshow'''<br />
| Info for playing a slideshow (see below).<br />
| ''required if this is cutscene is a slideshow''<br />
|}<br />
<br />
==== Slideshow Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''transitionSeconds'''<br />
| The number of seconds to wait before automatically transitioning to the next slide. The user can always force a transition faster by clicking.<br />
| 30<br />
|-<br />
| '''musicId'''<br />
| The id of the music to play.<br />
| -<br />
|-<br />
| '''slides'''<br />
| List of slide data elements (see below).<br />
| ''required''<br />
|}<br />
<br />
==== Slide Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''imagePath'''<br />
| 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.<br />
| ''required''<br />
|-<br />
| '''caption'''<br />
| The string ID of the caption text.<br />
| -<br />
|-<br />
| '''captionSize'''<br />
| The size of the text box, in pixels, in which to display the caption.<br />
| [320, 200]<br />
|-<br />
| '''captionPos'''<br />
| The screen position at which to display the caption.<br />
| [0, 0]<br />
|-<br />
| '''captionColor'''<br />
| The palette index to use for the caption color.<br />
| ''required''<br />
|}<br />
<br />
==References==<br />
<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64559Ruleset Reference Nightly (OpenXcom)2015-05-19T01:45:53Z<p>Myk002: add cutscene rule documentation</p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''finalDestination'''<br />
| Sets whether this mission is where you send your "uber-craft" to win the game.<br />
| "false"<br />
|-<br />
| '''winCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''loseCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
| -<br />
|-<br />
| '''briefing'''<br />
| Information about the mission briefing (see below).<br />
| -<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
==== Briefing Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''palette'''<br />
| The color index to start at in the "PAL_GEOSCAPE" palette.<br />
| 0<br />
|-<br />
| '''textOffset'''<br />
| Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.<br />
| 0<br />
|-<br />
| '''music'''<br />
| The ID of the music to play.<br />
| "GMDEFEND"<br />
|-<br />
| '''background'''<br />
| The background screen to show.<br />
| "BACK16.SCR"<br />
|-<br />
| '''showCraft'''<br />
| Whether to show the name of craft that arrived at the mission site.<br />
| true<br />
|-<br />
| '''showTarget'''<br />
| Whether to display the mission target name.<br />
| true<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
| '''cutscene'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
<br />
Defines the [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
=== Cutscenes ===<br />
<br />
Defines a video playlist or a slideshow sequence, listed in ''"cutscenes:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the cutscene.<br />
| ''required''<br />
|-<br />
| '''useUfoAudioSequence'''<br />
| Whether to use the audio sequence for the original UFO intro movie. This should only ever be set to true for the UFO intro.<br />
| "false"<br />
|-<br />
| '''videos'''<br />
| A list of video filenames to play with the FLC player.<br />
| ''required if this is cutscene is a video playlist''<br />
|-<br />
| '''slideshow'''<br />
| Info for playing a slideshow (see below).<br />
| ''required if this is cutscene is a slideshow''<br />
|}<br />
<br />
==== Slideshow Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''transitionSeconds'''<br />
| The number of seconds to wait before automatically transitioning to the next slide. The user can always force a transition faster by clicking.<br />
| 30<br />
|-<br />
| '''musicId'''<br />
| The id of the music to play.<br />
| -<br />
|-<br />
| '''slides'''<br />
| List of slide data elements (see below).<br />
| ''required''<br />
|}<br />
<br />
==== Slide Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''imagePath'''<br />
| 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.<br />
| ''required''<br />
|-<br />
| '''caption'''<br />
| The string ID of the caption text.<br />
| -<br />
|-<br />
| '''captionSize'''<br />
| The size of the text box, in pixels, in which to display the caption.<br />
| [320, 200]<br />
|-<br />
| '''captionPos'''<br />
| The screen position at which to display the caption.<br />
| [0, 0]<br />
|-<br />
| '''captionColor'''<br />
| The palette index to use for the caption color.<br />
| ''required''<br />
|}<br />
<br />
==References==<br />
<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&diff=64550Compiling (OpenXcom)2015-05-18T21:13:55Z<p>Myk002: /* Dependencies */</p>
<hr />
<div>The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: <code>https://github.com/SupSuper/OpenXcom.git</code><br />
<br />
If you're a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can't push to the official OpenXcom repository without permission) and easily send in pull requests.<br />
<br />
OpenXcom is a cross-platform game so it's possible to compile it on a variety of systems and project files for all the popular IDEs are included. There's also a [http://openxcom.org/docs/html/ Doxygen documentation] available.<br />
<br />
'''Don't forget to copy the X-Com resources to your ''bin'' folder as shown in [[Installing (OpenXcom)|Installing]].'''<br />
<br />
== Dependencies ==<br />
<br />
OpenXcom requires the following libraries to compile:<br />
<br />
* [http://www.libsdl.org/ SDL] (libsdl1.2)<br />
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)<br />
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)<br />
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later<br />
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 or later *does not work*)<br />
<!--* [http://www.boost.org/ Boost], (boost)--><br />
<br />
== All operating systems ==<br />
<br />
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]<br />
<br />
== Windows ==<br />
<br />
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]<br />
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]<br />
<br />
== Mac OS X ==<br />
<br />
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]<br />
* [[Compiling with brew (OpenXcom)|Compiling with brew]]<br />
<br />
== Linux/BSD ==<br />
<br />
* [[Compiling with Make (OpenXcom)|Compiling with Make]]<br />
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]<br />
<br />
== Misc. ==<br />
<br />
* [[Android port (OpenXcom)|Compiling for Android]]<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64548Ruleset Reference Nightly (OpenXcom)2015-05-18T20:28:33Z<p>Myk002: /* Research */</p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''finalDestination'''<br />
| Sets whether this mission is where you send your "uber-craft" to win the game.<br />
| "false"<br />
|-<br />
| '''winCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''loseCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
| -<br />
|-<br />
| '''briefing'''<br />
| Information about the mission briefing (see below).<br />
| -<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
==== Briefing Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''palette'''<br />
| The color index to start at in the "PAL_GEOSCAPE" palette.<br />
| 0<br />
|-<br />
| '''textOffset'''<br />
| Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.<br />
| 0<br />
|-<br />
| '''music'''<br />
| The ID of the music to play.<br />
| "GMDEFEND"<br />
|-<br />
| '''background'''<br />
| The background screen to show.<br />
| "BACK16.SCR"<br />
|-<br />
| '''showCraft'''<br />
| Whether to show the name of craft that arrived at the mission site.<br />
| true<br />
|-<br />
| '''showTarget'''<br />
| Whether to display the mission target name.<br />
| true<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
| '''cutscene'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
Defines [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64547Ruleset Reference Nightly (OpenXcom)2015-05-18T20:26:56Z<p>Myk002: /* Alien Deployments */</p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''finalDestination'''<br />
| Sets whether this mission is where you send your "uber-craft" to win the game.<br />
| "false"<br />
|-<br />
| '''winCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''loseCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
| -<br />
|-<br />
| '''briefing'''<br />
| Information about the mission briefing (see below).<br />
| -<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
==== Briefing Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''palette'''<br />
| The color index to start at in the "PAL_GEOSCAPE" palette.<br />
| 0<br />
|-<br />
| '''textOffset'''<br />
| Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.<br />
| 0<br />
|-<br />
| '''music'''<br />
| The ID of the music to play.<br />
| "GMDEFEND"<br />
|-<br />
| '''background'''<br />
| The background screen to show.<br />
| "BACK16.SCR"<br />
|-<br />
| '''showCraft'''<br />
| Whether to show the name of craft that arrived at the mission site.<br />
| true<br />
|-<br />
| '''showTarget'''<br />
| Whether to display the mission target name.<br />
| true<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
Defines [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64546Ruleset Reference Nightly (OpenXcom)2015-05-18T20:25:54Z<p>Myk002: /* Alien Deployments */</p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''finalDestination'''<br />
| Sets whether this mission is where you send your "uber-craft" to win the game.<br />
| "false"<br />
|-<br />
| '''winCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''loseCutscene'''<br />
| 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.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
|-<br />
| '''briefing'''<br />
| Information about the mission briefing (see below).<br />
|-<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
==== Briefing Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''palette'''<br />
| The color index to start at in the "PAL_GEOSCAPE" palette.<br />
| 0<br />
|-<br />
| '''textOffset'''<br />
| Number of pixels to vertically offset the briefing text. Larger values move the text further down the screen.<br />
| 0<br />
|-<br />
| '''music'''<br />
| The ID of the music to play.<br />
| "GMDEFEND"<br />
|-<br />
| '''background'''<br />
| The background screen to show.<br />
| "BACK16.SCR"<br />
|-<br />
| '''showCraft'''<br />
| Whether to show the name of craft that arrived at the mission site.<br />
| true<br />
|-<br />
| '''showTarget'''<br />
| Whether to display the mission target name.<br />
| true<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
Defines [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&diff=64544Ruleset Reference Nightly (OpenXcom)2015-05-18T18:03:51Z<p>Myk002: </p>
<hr />
<div>A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. <br />
<br />
Some guidelines:<br />
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.<br />
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]<br />
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.<br />
* Boolean (yes/no) values are represented by true/false.<br />
* World coordinates are represented in degrees (see [[WORLD.DAT]]).<br />
* Money amounts (prices, costs, etc.) are represented in dollars.<br />
* 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.<br />
<br />
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 (OpenXcom)|Ruleset List Order]].<br />
<br />
<br />
=== Globe ===<br />
<br />
Defines the drawing of landmasses and borders on the globe.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''data'''<br />
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).<br />
| -<br />
|-<br />
| '''polygons'''<br />
| 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. <br />
| -<br />
|-<br />
| '''polylines'''<br />
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.<br />
| -<br />
|-<br />
| '''textures'''<br />
| List of terrains that correspond to each [[TEXTURE.DAT|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. <br />
| -<br />
|}<br />
<br />
=== Countries ===<br />
<br />
Defines one of the [[Country Funding (EU)|funding nations]], listed in ''"countries:"''. They're used for activity graphs and player scoring.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the country name.<br />
| ''required''<br />
|-<br />
| '''fundingBase'''<br />
| Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.<br />
| 0<br />
|-<br />
| '''fundingCap'''<br />
| Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.<br />
| 0<br />
|-<br />
| '''labelLon'''<br />
'''labelLat'''<br />
| 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.<br />
| 0.0<br />
0.0<br />
|-<br />
| '''areas'''<br />
| 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.<br />
| -<br />
|}<br />
<br />
=== Regions ===<br />
<br />
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in ''"regions:"''. They're used for base placement, activity graphs and mission spawning.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the region name.<br />
| ''required''<br />
|-<br />
| '''cost'''<br />
| Amount of money spent building an X-COM base in this region (first base is free).<br />
| 0<br />
|-<br />
| '''areas'''<br />
| List of "rectangles" on the globe defined as ''[lon1, lat1, lon2, lat2]''. Any activity within these areas counts towards the region's graph activity.<br />
| -<br />
|-<br />
| '''regionWeight'''<br />
| Weight of this region when selecting regions for alien missions.<br />
| 0<br />
|-<br />
| '''missionWeights'''<br />
| Weighted list of the different mission types for this region (eg. ''STR_ALIEN_RESEARCH: 14'').<br />
| -<br />
|-<br />
| '''missionZones'''<br />
| List of "rectangles" (''[lon1, lat1, lon2, lat2]'') defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. <br />
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. <br />
| -<br />
|-<br />
| '''missionRegion'''<br />
| Spawn mission in this region instead (used for regions without land).<br />
| -<br />
|}<br />
<br />
=== Base Facilities ===<br />
<br />
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in ''"facilities:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the facility name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.<br />
| -<br />
|-<br />
| '''spriteShape'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's outer shape in the Basescape and UFOpaedia.<br />
| -1<br />
|-<br />
| '''spriteFacility'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of '''spriteShape'''.<br />
| -1<br />
|-<br />
| '''lift'''<br />
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.<br />
| false<br />
|-<br />
| '''hyper'''<br />
| 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 set to 100% regardless of '''radarChance''' value.<br />
| false<br />
|-<br />
| '''mind'''<br />
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.<br />
| false<br />
|-<br />
| '''grav'''<br />
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.<br />
| false<br />
|-<br />
| '''size'''<br />
| 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).<br />
| 1<br />
|-<br />
| '''buildCost'''<br />
| Amount of money spent to build this facility in the base.<br />
| 0<br />
|-<br />
| '''buildTime'''<br />
| Amount of days it takes for this facility to be built.<br />
| 0<br />
|-<br />
| '''monthlyCost'''<br />
| Amount of money spent monthly for the maintenance of this facility.<br />
| 0<br />
|-<br />
| '''storage'''<br />
| Amount of storage space (for items) this facility provides. See [[Base Stores]].<br />
| 0<br />
|-<br />
| '''personnel'''<br />
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.<br />
| 0<br />
|-<br />
| '''aliens'''<br />
| Amount of live aliens this facility can contain. Only checked if the ''alienContainmentLimitEnforced'' option is enabled.<br />
| 0<br />
|-<br />
| '''crafts'''<br />
| Amount of X-COM craft this facility can contain.<br />
| 0<br />
|-<br />
| '''labs'''<br />
| Amount of lab space this facility provides for research projects.<br />
| 0<br />
|-<br />
| '''workshops'''<br />
| Amount of workshop space this facility provides for manufacture projects.<br />
| 0<br />
|-<br />
| '''psiLabs'''<br />
| Amount of soldier space this facility provides for psionic training.<br />
| 0<br />
|-<br />
| '''radarRange'''<br />
| Maximum radar detection range of this facility, in nautical miles.<br />
| 0<br />
|-<br />
| '''radarChance'''<br />
| Chance (0-100%) of this radar detecting a UFO that enters its range.<br />
| 0<br />
|-<br />
| '''defense'''<br />
| Offensive power provided by this base defense against attacking UFOs.<br />
| 0<br />
|-<br />
| '''hitRatio'''<br />
| Chance (0-100) of the base defense hitting an attacking UFO.<br />
| 0<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.<br />
| -1<br />
|-<br />
| '''mapName'''<br />
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.<br />
| -<br />
|-<br />
|}<br />
<br />
=== Crafts ===<br />
<br />
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the craft name.<br />
| ''required''<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.<br />
| -<br />
|-<br />
| '''sprite'''<br />
| 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.<br />
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<br />
| -1<br />
|-<br />
| '''fuelMax'''<br />
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.<br />
| 0<br />
|-<br />
| '''damageMax'''<br />
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''weapons'''<br />
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.<br />
| 0<br />
|-<br />
| '''soldiers'''<br />
| Amount of soldiers this craft can carry.<br />
| 0<br />
|-<br />
| '''maxItems'''<br />
| Amount of items this craft can carry.<br />
| 80<br />
|-<br />
| '''vehicles'''<br />
| Amount of vehicles this craft can carry.<br />
| 0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costRent'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this craft.<br />
| 0<br />
|-<br />
| '''refuelItem'''<br />
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.<br />
| 0<br />
|-<br />
| '''repairRate'''<br />
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.<br />
| 1<br />
|-<br />
| '''refuelRate'''<br />
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a '''refuelItem''' is spent each time.<br />
| 1<br />
|-<br />
| '''radarRange'''<br />
| Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance.<br />
| 600<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this craft to a base.<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] lost when this craft is destroyed.<br />
| 0<br />
|-<br />
| '''spacecraft'''<br />
| Can this craft go to [[Cydonia]]?<br />
| false<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.<br />
| -<br />
|-<br />
| '''deployment'''<br />
| Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''<br />
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.<br />
| -<br />
|}<br />
<br />
=== Craft Weapons ===<br />
<br />
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the weapon name.<br />
| ''required''<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.<br />
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK<br />
| -1<br />
|-<br />
| '''sound'''<br />
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''damage'''<br />
| Amount of damage this weapon does to enemy UFOs.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''accuracy'''<br />
| Chance (0-100%) of each shot hitting the enemy UFO.<br />
| 0<br />
|-<br />
| '''reloadCautious'''<br />
| Time this weapon takes to fire between each shot in ''Cautious Mode''.<br />
| 0<br />
|-<br />
| '''reloadStandard'''<br />
| Time this weapon takes to fire between each shot in ''Standard Mode''.<br />
| 0<br />
|-<br />
| '''reloadAggressive'''<br />
| Time this weapon takes to fire between each shot in ''Aggressive Mode''.<br />
| 0<br />
|-<br />
| '''ammoMax'''<br />
| Maximum amount of ammo this weapon can carry.<br />
| 0<br />
|-<br />
| '''rearmRate'''<br />
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, '''clip'''s are spent depending on their '''clipSize'''. If the '''clipSize''' of the specified ammo is 0, no '''clip'''s are spent. <br />
| 1<br />
|-<br />
| '''projectileType'''<br />
| Type of the weapon projectile, used for the projectile sprite in dogfights:<br />
* 0 - [[Stingray]]<br />
* 1 - [[Avalanche]]<br />
* 2 - [[Cannon]]<br />
* 3 - [[Fusion Ball]]<br />
* 4 - [[Laser Cannon]]<br />
* 5 - [[Plasma Beam]]<br />
| 2<br />
|-<br />
| '''projectileSpeed'''<br />
| Speed of the weapon projectile in dogfights.<br />
| 0<br />
|-<br />
| '''launcher'''<br />
| String ID of the [[#Items|item]] required to equip this weapon.<br />
| -<br />
|-<br />
| '''clip'''<br />
| String ID of the [[#Items|item]] required to rearm this weapon.<br />
| -<br />
|}<br />
<br />
=== Items ===<br />
<br />
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in ''"items:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the internal item name.<br />
| ''required''<br />
|-<br />
| '''name'''<br />
| String ID of the displayed item name, for cases where it's different from the internal name. If omitted, '''type''' is used.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|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.<br />
| -<br />
|-<br />
| '''size'''<br />
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.<br />
| 0.0<br />
|-<br />
| '''costBuy'''<br />
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.<br />
| 0<br />
|-<br />
| '''costSell'''<br />
| Amount of money gained for selling this item.<br />
| 0<br />
|-<br />
| '''transferTime'''<br />
| Number of hours it takes to purchase/transfer this item to a base.<br />
| 24<br />
|-<br />
| '''weight'''<br />
| [[Item_Weight|Weight]] occupied by this item in a soldier's inventory.<br />
| 999<br />
|-<br />
| '''bigSprite'''<br />
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier's inventory and UFOpaedia.<br />
| -1<br />
|-<br />
| '''floorSprite'''<br />
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.<br />
| -1<br />
|-<br />
| '''handSprite'''<br />
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier's hand in the Battlescape.<br />
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly<br />
| 120<br />
|-<br />
| '''bulletSprite'''<br />
| Sprite ID from ''BulletSprites.png'' used to draw this weapon's projectile on the Battlescape:<br />
* 0 - [[Rocket Launcher]]<br />
* 1 - [[Pistol]]<br />
* 2 - [[Rifle]]<br />
* 3 - [[Auto Cannon]]<br />
* 4 - [[Heavy Cannon]]<br />
* 5 - [[Laser Pistol]]<br />
* 6 - [[Laser Rifle]]<br />
* 7 - [[Heavy Laser]]<br />
* 8 - [[Plasma Rifle|Plasma]]<br />
* 9 - [[Small Launcher]]<br />
* 10 - [[Blaster Launcher]]<br />
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]<br />
| -1<br />
|-<br />
| '''fireSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.<br />
| -1<br />
|-<br />
| '''hitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.<br />
| -1<br />
|-<br />
| '''hitAnimation'''<br />
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon's "hit explosion".<br />
'''NOTE''': Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.<br />
'''NOTE''': Explosive style weapons (Damage type: smoke, incendiary, stun, & High Explosive) use [[X1.PCK]] and should always be set to 0.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Average damage of the weapon, in most cases it will be +-50% this value.<br />
| 0<br />
|-<br />
| '''strengthApplied'''<br />
| Add the attacking unit's strength to this weapon's damage.<br />
| false<br />
|-<br />
| '''compatibleAmmo'''<br />
| 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.<br />
| -<br />
|-<br />
| '''damageType'''<br />
| What type of [[damage]] does this weapon do:<br />
* 0 - None<br />
* 1 - Armor Piercing<br />
* 2 - Incendiary<br />
* 3 - High Explosive<br />
* 4 - Laser<br />
* 5 - Plasma<br />
* 6 - Stun<br />
* 7 - Melee<br />
* 8 - Acid<br />
* 9 - Smoke<br />
'''NOTE:''' A damage type other than 0-9 will do nothing.<br />
| 0<br />
|-<br />
| '''tuAuto'''<br />
'''accuracyAuto'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Auto Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuSnap'''<br />
'''accuracySnap'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing a Snap Shot.<br />
| 0<br />
0<br />
|-<br />
| '''tuAimed'''<br />
'''accuracyAimed'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Firing Accuracy]] when firing an Aimed Shot.<br />
| 0<br />
0<br />
|-<br />
|-<br />
| '''tuMelee'''<br />
'''accuracyMelee'''<br />
| 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.<br />
The base accuracy (0-100%) applied to a soldier's [[Melee Accuracy]] when doing a melee attack.<br />
| 0<br />
0<br />
|-<br />
| '''clipSize'''<br />
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.<br />
| 0<br />
|-<br />
| '''battleType'''<br />
| Defines the weapon's behavior in the Battlescape:<br />
* 0 - None (Geoscape-only item)<br />
* 1 - [[Weapons|Firearm]]<br />
* 2 - Ammo<br />
* 3 - Melee<br />
* 4 - [[Grenade]]<br />
* 5 - [[Proximity Grenade]]<br />
* 6 - [[Medi-Kit (EU)|Medi-Kit]]<br />
* 7 - [[Motion Scanner]]<br />
* 8 - [[Mind Probe]]<br />
* 9 - [[Psi-Amp]]<br />
* 10 - [[Electro-flare]]<br />
* 11 - Corpse<br />
| 0<br />
|-<br />
| '''twoHanded'''<br />
| 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.<br />
| false<br />
|-<br />
| '''waypoint'''<br />
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.<br />
| false<br />
|-<br />
| '''fixedWeapon'''<br />
| Is this weapon fixed? (it's part of a unit, eg. tanks and terrorist units)<br />
| false<br />
|-<br />
| '''invWidth'''<br />
| Item width in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''invHeight'''<br />
| Item height in a soldier's inventory (in grid units).<br />
| 1<br />
|-<br />
| '''painKiller'''<br />
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''heal'''<br />
| Amount of heal's contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stimulant'''<br />
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''woundRecovery'''<br />
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''healthRecovery'''<br />
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''stunRecovery'''<br />
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].<br />
| 0<br />
|-<br />
| '''tuUse'''<br />
| 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%).<br />
| 0<br />
|-<br />
| '''recoveryPoints'''<br />
| [[Score]] gained for recovering this alien artifact.<br />
| 0<br />
|-<br />
| '''armor'''<br />
| How much damage is needed to destroy this item on the ground.<br />
| 20<br />
|-<br />
| '''recover'''<br />
| Is this item recoverable? (gets transported to the X-COM base on mission success)<br />
| true<br />
|-<br />
| '''turretType'''<br />
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:<br />
* 0 - [[Tank/Cannon]]<br />
* 1 - [[Tank/Rocket Launcher]]<br />
* 2 - [[Tank/Laser Cannon]]<br />
* 3 - [[Hovertank/Plasma]]<br />
* 4 - [[Hovertank/Launcher]]<br />
| -1<br />
|-<br />
| '''liveAlien'''<br />
| Does this item represent a live alien? (counts towards [[Alien Containment]])<br />
| false<br />
|-<br />
| '''blastRadius'''<br />
| 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 [[Explosions#Playing_With_Fire|Explosion calculations]]).<br />
| -1<br />
|-<br />
| '''flatRate'''<br />
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).<br />
| false<br />
|-<br />
| '''arcingShot'''<br />
| Does this weapon fire in an arc?<br />
| false<br />
|-<br />
| '''attraction'''<br />
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).<br />
| 0<br />
|-<br />
| '''maxRange'''<br />
| Maximum range at which this weapon can operate.<br />
| 200<br />
|-<br />
| '''aimRange'''<br />
| Maximum effective range with this weapon before which range-based dropoff occurs.<br />
| 200<br />
|-<br />
| '''snapRange'''<br />
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 15<br />
|-<br />
| '''autoRange'''<br />
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)<br />
| 7<br />
|-<br />
| '''minRange'''<br />
| Range-based dropoff will work in reverse for ranges below this.<br />
| 0<br />
|-<br />
| '''dropoff'''<br />
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.<br />
| 2<br />
|-<br />
| '''bulletSpeed'''<br />
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.<br />
| 0<br />
|-<br />
| '''autoShots'''<br />
| How many auto shots does this weapon fire.<br />
| 3<br />
|-<br />
| '''shotgunPellets'''<br />
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)<br />
| 0<br />
|-<br />
| '''zombieUnit'''<br />
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).<br />
| none<br />
|-<br />
| '''meleeSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.<br />
| 39<br />
|-<br />
| '''meleeHitSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.<br />
| -1<br />
|-<br />
| '''meleeAnimation'''<br />
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.<br />
| 0<br />
|-<br />
| '''meleePower'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''LOSRequired'''<br />
| Does this item require line of sight? (only applies to mind probes and psi-amps)<br />
| false<br />
|-<br />
| '''skillApplied'''<br />
| Is melee skill applied to the accuracy of an attack made with this object?<br />
| true<br />
|-<br />
|}<br />
<br />
=== UFOs ===<br />
<br />
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the UFO name.<br />
| ''required''<br />
|-<br />
| '''size'''<br />
| String ID of the UFO size.<br />
| STR_VERY_SMALL<br />
|-<br />
| '''sprite'''<br />
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.<br />
don't try to add more images if you don't want to punch yourself in the face - use modsprite<br />
| -1<br />
|-<br />
| '''modSprite'''<br />
| Filename used to draw this UFO in the dogfight view and UFOpaedia.<br />
| -<br />
|-<br />
| '''damageMax'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''speedMax'''<br />
| Maximum speed in nautical miles.<br />
| 0<br />
|-<br />
| '''accel'''<br />
| Aceeleration value shown in the UFOpaedia.<br />
| 0<br />
|-<br />
| '''power'''<br />
| Damage power of this UFO's weapon in dogfights.<br />
| 0<br />
|-<br />
| '''range'''<br />
| Maximum range of this UFO's weapon in dogfights (in meters).<br />
| 0<br />
|-<br />
| '''score'''<br />
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.<br />
| 0<br />
|-<br />
| '''reload'''<br />
| Time the UFO's weapon takes to fire between each shot.<br />
| 0<br />
|-<br />
| '''breakOffTime'''<br />
| Minimum amount of time for the UFO to be able to break off of a dogfight.<br />
| 0<br />
|-<br />
| '''battlescapeTerrainData'''<br />
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Inventory Sections ===<br />
<br />
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in ''"invs:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the inventory name.<br />
| ''required''<br />
|-<br />
| '''x'''<br />
'''y'''<br />
| Pixel coordinates of this section on the inventory screen.<br />
| 0<br />
0<br />
|-<br />
| '''type'''<br />
| Type of this section:<br />
* 0 = Slot section, can contain as many items as will fit on the slots.<br />
* 1 = Hand section, can only contain one item regardless of size.<br />
* 2 = Ground section, can contain infinite items.<br />
| 0<br />
|-<br />
| '''slots'''<br />
| 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]''.<br />
| -<br />
|-<br />
| '''costs'''<br />
| 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).<br />
| -<br />
|-<br />
|}<br />
<br />
=== Terrains ===<br />
<br />
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in "terrains:".<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the terrain name.<br />
| ''required''<br />
|-<br />
| '''mapDataSets'''<br />
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.<br />
| -<br />
|-<br />
| '''mapBlocks'''<br />
| List of map blocks (see below) that are used for generating a map.<br />
| -<br />
|-<br />
| '''civilianTypes'''<br />
| List of units to use as civilians for this mission.<br />
| [MALE_CIVILIAN, FEMALE_CIVILIAN]<br />
|-<br />
|}<br />
<br />
==== Map Blocks ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| Filename of the [[MAPS|map]].<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of this map block in Battlescape grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Height of this map block in Battlescape grid units.<br />
| 1<br />
|-<br />
| '''groups'''<br />
| List (or single number) of groups this mapblock belongs to (used in mapscripts)<br />
default usage:<br />
* 0 - Default<br />
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)<br />
* 2 - E-W Road (for city maps) (used in addline command)<br />
* 3 - N-S Road (for city maps) (used in addline command)<br />
* 4 - Road Crossing (for city maps) (used in addline command)<br />
| 0<br />
|-<br />
|'''revealedFloors'''<br />
| Map block floor to be revealed from the very beginning; use a list "[0, 1, ..]" to reveal multiple floors<br />
|-<br />
| '''items'''<br />
| An array of items to add to this mapblock, an the positions to place them at.<br />
| -1<br />
|}<br />
<br />
* '''hemisphere''' only applies to UFO missions, not Terror ones.<br />
*'''width/length''' defines the size of the map <br />
** be aware that the mapview "width"-label is the openxcom ruleset length parameter <br />
** be aware that the mapview "length"-label is the openxcom ruleset width parameter<br />
<br />
==== Guidelines/Tips ====<br />
* 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. <br />
* 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).<br />
<br />
=== Map Scripts ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| name of the script<br />
| ''required''<br />
|-<br />
| '''commands'''<br />
| List of MapCommands<br />
| -<br />
|}<br />
<br />
==== Map Command ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Currently these commands are implemented:<br />
* addBlock<br />
* addLine<br />
* addCraft<br />
* addUFO<br />
* digTunnel<br />
* fillArea<br />
* checkBlock<br />
* removeBlock<br />
* resize<br />
depending on the command type some of the following parameters are needed<br />
| ''required''<br />
|-<br />
| '''label'''<br />
| A numeric label that can be used for conditional execution of commands.<br />
Each label should be unique within the command list (0=default no need for uniqueness).<br />
| 0<br />
|-<br />
| '''conditionals'''<br />
| Defines the conditions that allows the execution of this command.<br />
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.<br />
commands that are not yet executed are always in failed state.<br />
| 0<br />
|-<br />
| '''executionChances'''<br />
| the chance that this command will be executed (or fails)<br />
| 100<br />
|-<br />
| '''executions'''<br />
| this command will be executed multiple times with a value > 1<br />
| 1<br />
|-<br />
| '''groups'''<br />
| Defines the what mapblock are used within this command. Can be list of goups or a single number.<br />
| 0<br />
|-<br />
| '''blocks'''<br />
| Alternative to groups. Here we define a list of mapblocks that are used within this command.<br />
| 0<br />
|-<br />
| '''rects'''<br />
| A list of possible ranges where (random) placement/checks/removal can happen in a map.<br />
Is a list of a list of four integers.<br />
| ?<br />
|-<br />
| '''size'''<br />
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.<br />
| ?<br />
|-<br />
| '''freqs'''<br />
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.<br />
| 1<br />
|-<br />
| '''maxUses'''<br />
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.<br />
| -1<br />
|-<br />
| '''direction'''<br />
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.<br />
| -1<br />
|-<br />
| '''tunnelData'''<br />
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)<br />
| 0<br />
|}<br />
<br />
==== Guidelines/Tips ====<br />
* The Mapscript is still somewhat in development<br />
<br />
<br />
<br />
<br />
=== Armor ===<br />
<br />
Defines a Battlescape unit's [[armor]] as well as visual representation (so every unit has an armor), listed in ''"armors:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the armor name.<br />
| ''required''<br />
|-<br />
| '''spriteSheet'''<br />
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteInv'''<br />
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.<br />
| -<br />
|-<br />
| '''spriteFaceGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 6<br />
|-<br />
| '''spriteFaceColor'''<br />
| New colors index for face pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 96<br />
- 96<br />
- 96<br />
- 96<br />
- 160<br />
- 160<br />
- 163<br />
- 163<br />
|-<br />
| '''spriteHairGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|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.<br />
| ''example:'' <br> 9<br />
|-<br />
| '''spriteHairColor'''<br />
| New colors index for hair pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| ''example:''<br />
- 144<br />
- 144<br />
- 164<br />
- 164<br />
- 245<br />
- 245<br />
- 166<br />
- 166<br />
|-<br />
| '''spriteUtileGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteUtileColor'''<br />
| New colors index for pixels. 8 values ordered by:<br />
* Male Blond<br />
* Female Blond<br />
* Male Brown<br />
* Female Brown<br />
* Male Asian<br />
* Female Asian<br />
* Male African<br />
* Female African<br />
Other units use random position form table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''spriteRankGroup'''<br />
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).<br />
| -<br />
|-<br />
| '''spriteRankColor'''<br />
| New colors index for pixels. For solders 6 values ordered by:<br />
* STR_ROOKIE<br />
* STR_SQUADDIE<br />
* STR_SERGEANT<br />
* STR_CAPTAIN<br />
* STR_COLONEL<br />
* STR_COMMANDER<br />
For aliens 7 values ordered by (alien unit rank property):<br />
* STR_LIVE_SOLDIER<br />
* STR_LIVE_ENGINEER<br />
* STR_LIVE_MEDIC<br />
* STR_LIVE_NAVIGATOR<br />
* STR_LIVE_LEADER<br />
* STR_LIVE_COMMANDER<br />
* STR_LIVE_TERRORIST<br />
Civilians uses random position form 8 element table.<br />
Value 0 mean original value.<br />
| -<br />
|-<br />
| '''corpseBattle'''<br />
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.<br />
| -<br />
|-<br />
| '''corpseGeo'''<br />
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.<br />
| -<br />
|-<br />
| '''storeItem'''<br />
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.<br />
| -<br />
|-<br />
| '''weight'''<br />
| Physical weight of the armor when worn<br />
| 6<br />
|-<br />
| '''stats'''<br />
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.<br />
| -<br />
|-<br />
| '''frontArmor'''<br />
| Protection provided on the front of the unit.<br />
| 0<br />
|-<br />
| '''sideArmor'''<br />
| Protection provided on the sides of the unit.<br />
| 0<br />
|-<br />
| '''rearArmor'''<br />
| Protection provided on the rear of the unit.<br />
| 0<br />
|-<br />
| '''underArmor'''<br />
| Protection provided under the unit (eg. from explosions).<br />
| 0<br />
|-<br />
| '''drawingRoutine'''<br />
| Drawing routine used to put together the body parts in the unit's '''spriteSheet''':<br />
* 0 = [[Soldier]], [[Sectoid]]<br />
* 1 = [[Floater]]<br />
* 2 = [[HWP]]<br />
* 3 = [[Cyberdisk]]<br />
* 4 = [[Civilian]], [[Ethereal]]<br />
* 5 = [[Sectopod]], [[Reaper]]<br />
* 6 = [[Snakeman]]<br />
* 7 = [[Chryssalid]]<br />
* 8 = [[Silacoid]]<br />
* 9 = [[Celatid]]<br />
* 10 = [[Muton]]<br />
* 11 = [[Submersible Weapons Systems]]<br />
* 12 = [[Hallucinoid]]<br />
* 13 = [[Aquanauts]]<br />
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]<br />
* 15 = [[Aquatoid]]<br />
* 16 = [[Bio-Drone]]<br />
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]<br />
* 18 = TFTD Civilians type B<br />
* 19 = [[Tentaculat]]<br />
* 20 = [[Triscene]]<br />
* 21 = [[Xarquid]]<br />
| 0<br />
|-<br />
| '''movementType'''<br />
| Type of movement provided by this armor:<br />
* 0 = Walking<br />
* 1 = Flying<br />
* 2 = Sliding (no walking animation)<br />
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]<br />
| 0<br />
|-<br />
| '''damageModifier'''<br />
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:<br />
* None <br />
* Armor Piercing <br />
* Incendiary <br />
* High Explosive <br />
* Laser <br />
* Plasma <br />
* Stun <br />
* Melee <br />
* Acid <br />
* Smoke<br />
| <br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br><br />
- 1.0<br />
|-<br />
| '''size'''<br />
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.<br />
| 1<br />
|-<br />
| '''loftempsSet'''<br />
| 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.<br />
| -<br />
|-<br />
| '''loftemps'''<br />
| loftemps is a deprecated option that only works for 1x1 sized units. <br />
| -<br />
|-<br />
| '''forcedTorso'''<br />
| 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 <br />
| 0<br />
<br />
|}<br />
<br />
=== Player Units (Soldiers) ===<br />
<br />
Defines a [[soldier]] recruited by X-COM, listed in ''"soldiers:"''. Currently only one soldier unit type (''XCOM'') is supported.<br />
<br />
Unit stats are represented as follows:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the soldier name.<br />
| ''required''<br />
|-<br />
| '''minStats'''<br />
| Minimum values used to generate the soldier's [[Starting Stats]]. In this case, ''psiSkill'' is treated as the initial stat (not generated).<br />
| -<br />
|-<br />
| '''maxStats'''<br />
| 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%).<br />
| -<br />
|-<br />
| '''statCaps'''<br />
| 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 [[Experience#Regarding Caps|Regarding Caps]]).<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this soldier uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this soldier when standing.<br />
| 0<br />
|-<br />
| '''kneelHeight'''<br />
| Height of this soldier when kneeling.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''femaleFrequency'''<br />
| The probability that a female soldier is hired.<br />
| 50<br />
|}<br />
<br />
=== AI Units (Aliens/Civilians) ===<br />
<br />
Defines an [[Alien Life Forms|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:<br />
* [[Time Units|tu]]<br />
* [[Energy|stamina]]<br />
* [[Health|health]]<br />
* [[Bravery|bravery]] (always a multiple of 10)<br />
* [[Reactions|reactions]]<br />
* [[Firing Accuracy|firing]]<br />
* [[Throwing Accuracy|throwing]]<br />
* [[Strength|strength]]<br />
* [[Psi Strength|psiStrength]]<br />
* [[Psi Skill|psiSkill]]<br />
* [[Melee Accuracy|melee]]<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the unit name.<br />
| ''required''<br />
|-<br />
| '''race'''<br />
| String ID of the unit race (for alien units).<br />
| -<br />
|-<br />
| '''rank'''<br />
| String ID of the unit rank (for alien units).<br />
| -<br />
|-<br />
| '''stats'''<br />
| Battlescape stats of this unit.<br />
| -<br />
|-<br />
| '''armor'''<br />
| String ID of the [[#Armor|armor]] this unit uses by default.<br />
| -<br />
|-<br />
| '''standHeight'''<br />
| Height of this unit when standing.<br />
| 0<br />
|-<br />
| '''floatHeight'''<br />
| Distance between the bottom of this unit and the ground.<br />
| 0<br />
|-<br />
| '''value'''<br />
| [[Score]] this unit is worth.<br />
| 0<br />
|-<br />
| '''deathSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.<br />
| -1<br />
|-<br />
| '''aggroSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.<br />
| -1<br />
|-<br />
| '''moveSound'''<br />
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.<br />
| -1<br />
|-<br />
| '''intelligence'''<br />
| Intelligence of this unit's AI. The higher the value, the longer this unit remembers player troops between turns.<br />
| 0<br />
|-<br />
| '''aggression'''<br />
| 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.<br />
Vanilla values are:<br />
* 0 = mostly passive<br />
* 1 = balanced<br />
* 2 = mostly aggresive<br />
| 0<br />
|-<br />
| '''energyRecovery'''<br />
| Energy recovered by the unit each turn (needs verification)<br />
| 40 (?)<br />
|-<br />
| '''specab'''<br />
| Special ability of this unit:<br />
* 0 = None<br />
* 1 = [[Cyberdisc|Explodes on Death]] (Requires '''power''' and '''blastRadius''' properties to be set on the corpse)<br />
* 2 = [[Silacoid|Burns Floor]]<br />
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]<br />
| 0<br />
|-<br />
| '''spawnUnit'''<br />
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).<br />
| -<br />
|-<br />
| '''livingWeapon'''<br />
| Is this unit a living weapon? (only attacks with a '''fixedWeapon''')<br />
| false<br />
|-<br />
| '''female'''<br />
| Is this unit a female? (used for TFTD civilian types)<br />
| false<br />
|-<br />
|}<br />
<br />
=== Alien Races ===<br />
<br />
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in ''"alienRaces:"''. Heavily tied with deployment data.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the alien race name.<br />
| ''required''<br />
|-<br />
| '''members'''<br />
| 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:<br />
* 0 - Commander<br />
* 1 - Leader<br />
* 2 - Engineer<br />
* 3 - Medic<br />
* 4 - Navigator<br />
* 5 - Soldier<br />
* 6 - Terrorist 1<br />
* 7 - Terrorist 2<br />
but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see ethereals).<br />
| -<br />
|-<br />
| '''retaliation'''<br />
| retaliation enables/disables the race for retaliation missions.<br />
| ''True''<br />
|-<br />
|}<br />
<br />
=== Alien Deployments ===<br />
<br />
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in ''"alienDeployments:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the deployment name.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
| Width of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''length'''<br />
| Length of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''height'''<br />
| Vertical height of the Battlescape map in grid units.<br />
| 0<br />
|-<br />
| '''terrains'''<br />
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.<br />
| -<br />
|-<br />
| '''shade'''<br />
| 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.<br />
| 0<br />
|-<br />
| '''nextStage'''<br />
| String ID of the next deployment stage to use after this one, for multi-stage missions.<br />
| -<br />
|-<br />
| '''race'''<br />
| Sets the race to use in the next stage.<br />
| ""<br />
|-<br />
| '''script'''<br />
| Reference to a mapScript.<br />
| ""<br />
|-<br />
| '''data'''<br />
| List of deployment data for each alien rank on this mission (see below).<br />
| -<br />
|}<br />
<br />
Notes: <br />
* '''terrains''' can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. <br />
==== Deployment Data ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''alienRank'''<br />
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)<br />
| ''required''<br />
|-<br />
| '''lowQty'''<br />
| Minimum quantity of aliens to spawn on beginner/experienced.<br />
| 0<br />
|-<br />
| '''highQty'''<br />
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)<br />
| 0<br />
|-<br />
| '''dQty'''<br />
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).<br />
| 0<br />
|-<br />
| '''extraQty'''<br />
| functionally identical to dQty, spawns a random number of additional aliens.<br />
| 0<br />
|-<br />
| '''percentageOutsideUfo'''<br />
| Percentage (0-100%) of aliens to spawn outside in UFO sites.<br />
| 0<br />
|-<br />
| '''itemSets'''<br />
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.<br />
| ''required''<br />
|-<br />
|}<br />
<br />
=== Research ===<br />
<br />
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in ''"research:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the research project's name (or item, if a '''lookup''' is defined).<br />
| ''required''<br />
|-<br />
| '''lookup'''<br />
| String ID of the research project's display name and UFOPaedia article reference.<br />
| -<br />
|-<br />
| '''cost'''<br />
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.<br />
| 0<br />
|-<br />
| '''points'''<br />
| [[Score]] earned for completing this project.<br />
| 0<br />
|-<br />
| '''needItem'''<br />
| Does this project require an [[#Items|item]] of the same name?<br />
| false<br />
|-<br />
| '''dependencies'''<br />
| 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.<br />
| -<br />
|-<br />
| '''unlocks'''<br />
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks "alien origins").<br />
| -<br />
|-<br />
| '''requires'''<br />
| 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).<br />
| -<br />
|-<br />
| '''getOneFree'''<br />
| 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). <br />
| -<br />
|-<br />
|}<br />
<br />
=== Manufacture ===<br />
<br />
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in ''"manufacture:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''name'''<br />
| String ID of the manufacturing project's name (and the item it produces).<br />
| ''required''<br />
|-<br />
| '''category'''<br />
| String ID of the manufacturing project's category.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.<br />
| -<br />
|-<br />
| '''space'''<br />
| Amount of [[Workshop]] space required to begin this project.<br />
| 0<br />
|-<br />
| '''time'''<br />
| Number of man hours (on average) required per item.<br />
| 0<br />
|-<br />
| '''cost'''<br />
| Monetary deduction per item manufactured.<br />
| 0<br />
|-<br />
| '''requiredItems'''<br />
| List of [[#Items|items]] required and consumed per item manufactured.<br />
| -<br />
|-<br />
| '''producedItems'''<br />
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.<br />
| 1<br />
|-<br />
|}<br />
<br />
=== UFOpaedia Article ===<br />
<br />
Defines an article in the in-game [[UFOpaedia]], listed in ''"ufopaedia:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.<br />
| ''required''<br />
|-<br />
| '''title'''<br />
| String ID of the article title. If omitted, the '''id''' is used.<br />
| -<br />
|-<br />
| '''type_id'''<br />
| Type of this article:<br />
* 0 = Unknown<br />
* 1 = [[Craft]]<br />
* 2 = [[Craft Armaments]]<br />
* 3 = [[HWP]]<br />
* 4 = [[Equipment (EU)|Equipment]]<br />
* 5 = [[Armour]]<br />
* 6 = [[Base Facilities]]<br />
* 7 = Text & Image (eg. [[Alien Life Forms]], [[UFO Components]])<br />
* 8 = Text (eg. [[Alien Research]])<br />
* 9 = [[UFO]]<br />
* 10 = [[TFTD]]<br />
* 11 = TFTD [[Subs]]<br />
* 12 = TFTD [[Sub_Armaments]]<br />
* 13 = TFTD [[Submersible_Weapons_Systems]]<br />
* 14 = TFTD [[Equipment_(TFTD)]]<br />
* 15 = TFTD Armour<br />
* 16 = TFTD [[Base_Facilities_(TFTD)]]<br />
* 17 = TFTD [[Alien_Subs]]<br />
| 0<br />
|-<br />
| '''section'''<br />
| String ID of the UFOpaedia section this article belongs in.<br />
| -<br />
|-<br />
| '''requires'''<br />
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.<br />
| -<br />
|-<br />
| '''image_id'''<br />
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.<br />
| -<br />
|-<br />
| '''text'''<br />
| String ID of the description displayed on this article.<br />
| -<br />
|-<br />
| '''text_width'''<br />
| Maximum width of the text displayed, only applicable to ''Text & Image'' articles.<br />
| 150<br />
|-<br />
| '''rect_stats'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the stats text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''rect_text'''<br />
| Rectangle ('''x''', '''y''', '''width''', '''height''') of the description text on the screen, only applicable to ''Craft'' articles.<br />
| 0<br />
|-<br />
| '''weapon'''<br />
| String ID of the weapon, only applicable to ''HWP'' articles.<br />
| -<br />
|}<br />
<br />
=== UFO Trajectories ===<br />
<br />
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in ''"ufoTrajectories:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''id'''<br />
| String ID of the trajectory name.<br />
| ''required''<br />
|-<br />
| '''groundTimer'''<br />
| Amount of seconds for the UFO to spend on Ground waypoints.<br />
| 0<br />
|-<br />
| '''waypoints'''<br />
| List of waypoints for the UFO to traverse, defined as ''[zone, altitude, speed]''.<br><br />
'''zone''': Globe zone where the waypoint is located.<br><br />
'''altitude''': UFO altitude after reaching this waypoint:<br />
* 0 - Ground<br />
* 1 - Very Low<br />
* 2 - Low<br />
* 3 - High<br />
* 4 - Very High<br />
'''speed''': UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.<br />
| -<br />
|}<br />
<br />
=== Alien Missions ===<br />
<br />
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in ''"alienMissions:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| String ID of the mission type.<br />
| ''required''<br />
|-<br />
| '''points'''<br />
| [[Score]] allocated to aliens for successfully completing this mission.<br />
| 0<br />
|-<br />
| '''raceWeights'''<br />
| 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".<br />
| ''required''<br />
|-<br />
| '''waves'''<br />
| List of UFO waves to spawn as this mission progresses, as described below.<br />
| ''required''<br />
|}<br />
<br />
==== Waves ====<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''ufo'''<br />
| String ID of the [[#UFOs|UFO]] to spawn.<br />
| ''required''<br />
|-<br />
| '''count'''<br />
| Number of UFOs to spawn.<br />
| 0<br />
|-<br />
| '''trajectory'''<br />
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth's atmosphere.<br />
| ''required''<br />
|-<br />
| '''timer'''<br />
| How long after the previous wave should this wave arrive? (in seconds)<br />
| 0<br />
|-<br />
|}<br />
<br />
=== Alien Item Levels ===<br />
<br />
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.<br />
<br />
0 = first set (plasma pistol/clip)<br />
1 = second set (plasma rifle/clip)<br />
2 = third set (heavy plasma/clip)<br />
<br />
For example:<br />
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]<br />
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.<br><br />
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.<br />
<br />
The above can be confusing. There are 10 fields; each number represents 10%.<br><br />
There are six instances of '0'. 6x10% = 60% chance of plasma pistol<br><br />
There are three instances of '1'. 3x10% = 30% chance of plasma rifle<br><br />
There is only one instance of '2'. 1x10% = 10% chance of heavy plasma<br><br />
<br />
Each line represents a month after the beginning of the game, and there is no limit to the number defined.<br><br />
OpenXCom will use the most recently available item level in the event the game goes on forever.<br />
<br />
=== Extra Sprites ===<br />
<br />
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in ''"extraSprites:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original/new image to modify.<br />
| ''required''<br />
|-<br />
| '''width'''<br />
'''height'''<br />
| Size of the sprite(s) in pixels.<br />
| 0<br />
0<br />
|-<br />
| '''singleImage'''<br />
| Is the image file just a single sprite (true) or a spritesheet (false)?<br />
| false<br />
|-<br />
| '''subX'''<br />
'''subY'''<br />
| 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).<br />
| 0<br />
0<br />
|-<br />
| '''files'''<br />
| List of the new sprites to add/replace, listed as ''spriteID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: GIANTBUNNY.PCK<br />
width: 32<br />
height: 40<br />
files:<br />
0: Resources/Bunny/Bunny00.png<br />
1: Resources/Bunny/Bunny01.bmp<br />
2: Resources/Bunny/Bunny02.gif<br />
<br />
=== Extra Sounds ===<br />
<br />
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in ''"extraSounds:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ID of the original sound file to modify:<br />
* BATTLE.CAT - Battlescape sounds, corresponds to ''SOUND1.CAT'' or ''SAMPLE2.CAT'' (55 sounds).<br />
* INTRO.CAT - Intro sounds, corresponds to ''INTRO.CAT'' or ''SAMPLE3.CAT'', probably best not to mess with these.<br />
* GEO.CAT - Geoscape sounds, corresponds to ''SOUND2.CAT'' or ''SAMPLE.CAT'' (14 sounds).<br />
| ''required''<br />
|-<br />
| '''files'''<br />
| List of the new sounds to add/replace, listed as ''soundID: filename''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: BATTLE.CAT<br />
files:<br />
55: Resources/Sounds/sample.wav<br />
<br />
=== Music ===<br />
<br />
Custom music options can be defined in the Music.rul file. More details [[Audio Options (OpenXcom)#Custom Music|here]].<br />
<br />
=== Extra Strings ===<br />
<br />
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in ''"extraStrings:"''.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| Filename of the original language file to modify, sans extension.<br />
| ''required''<br />
|-<br />
| '''strings'''<br />
| List of the new strings to add/replace, listed as ''stringID: text''.<br />
| -<br />
|}<br />
<br />
Example:<br />
- type: en-US<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: en-GB<br />
strings:<br />
STR_SNIPER_RIFLE: Sniper Rifle<br />
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip<br />
- type: de<br />
strings:<br />
STR_SNIPER_RIFLE: Scharfschützengewehr<br />
STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition<br />
- type: ru<br />
strings:<br />
STR_SNIPER_RIFLE: Снайперская винтовка<br />
STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке<br />
<br />
=== Interfaces ===<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''type'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''elements'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''id'''<br />
| ''?''<br />
| -<br />
|-<br />
| '''color'''<br />
| ''?''<br />
| -<br />
|}<br />
<br />
=== StatStrings ===<br />
<br />
[[Statstrings]] are used for automatically renaming soldiers. They are case sensitive and they are processed in the order in which they are specified.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''string'''<br />
| String to add to name.<br />
| ''required''<br />
|-<br />
| '''psiStrength'''<br><br />
'''psiSkill'''<br><br />
'''bravery'''<br><br />
'''strength'''<br><br />
'''firing'''<br><br />
'''reactions'''<br><br />
'''stamina'''<br><br />
'''tu'''<br><br />
'''health'''<br><br />
'''throwing'''<br />
| 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)<br />
| -<br />
|}<br />
<br />
Example:<br />
statStrings:<br />
- string: "x"<br />
psiStrength: [~, 30]<br />
- string: "P"<br />
psiStrength: [80, ~]<br />
- string: "p"<br />
psiStrength: [60, 79]<br />
- string: "K"<br />
psiSkill: [60, ~]<br />
- string: "k"<br />
psiSkill: [30, 59]<br />
- string: "b"<br />
bravery: [60, ~]<br />
- string: "c"<br />
bravery: [~, 10]<br />
- string: "w"<br />
strength: [~, 25]<br />
- string: "Snpr"<br />
firing: [60, ~]<br />
reactions: [60, ~]<br />
- string: "M"<br />
firing: [70, ~]<br />
- string: "m"<br />
firing: [60, 69]<br />
- string: "Sct"<br />
reactions: [50, ~]<br />
tu: [60, ~]<br />
- string: "R"<br />
reactions: [60, ~]<br />
- string: "r"<br />
reactions: [50, 59]<br />
<br />
==Font==<br />
Defines [[Font collection (OpenXcom)|font collection]] used by default.<br />
<br />
{| class="wikitable" width="100%"<br />
! width="150"| Value<br />
! width="*" | Description<br />
! width="80" | Default<br />
|-<br />
| '''fontName'''<br />
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].<br />
| Font.dat<br />
|}<br />
<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&diff=64542Compiling with Make (OpenXcom)2015-05-18T13:30:22Z<p>Myk002: </p>
<hr />
<div>Although using CMake is recommended to generate more robust Makefiles, OpenXcom also provides a basic Makefile for compilation. It tends to work well on Linux, but you may have to pass some custom flags to get things working on other operating systems.<br />
<br />
== Required packages ==<br />
* [http://git-scm.com/ git] (git)<br />
* [http://www.libsdl.org/ SDL] (libsdl1.2-dev)<br />
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2-dev)<br />
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2-dev)<br />
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2-dev), version 2.0.22 or later<br />
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp-dev), version '''0.5 or later'''<br />
* [http://www.boost.org boost] (libboost-dev), required as dependency for yaml-cpp 0.5.<br />
<br />
Check the library websites if you can't find them with your distribution's package manager.<br />
<br />
'''Don't forget to copy the X-Com resources to your ''bin'' folder as shown in [[Installing (OpenXcom)|Installing]].'''<br />
<br />
== Commands ==<br />
<br />
git clone https://github.com/SupSuper/OpenXcom.git<br />
cd OpenXcom/src<br />
make -f Makefile.simple<br />
<br />
On OSX, that last command (for me, at least) is:<br />
<br />
PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/local/lib/pkgconfig CXX=/usr/bin/clang++ CXXFLAGS="-O2 -I/usr/local/Cellar/boost/1.57.0/include" make -f Makefile.simple -j10<br />
<br />
You can now run the game from <code>OpenXcom/bin/openxcom</code><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&diff=64541Compiling with Make (OpenXcom)2015-05-18T13:17:23Z<p>Myk002: </p>
<hr />
<div>Although using CMake is recommended to generate more robust Makefiles, OpenXcom also provides a basic Makefile for compilation. It tends to work well on Linux, but you may have to pass some custom flags to get things working on other operating systems.<br />
<br />
== Required packages ==<br />
* [http://git-scm.com/ git] (git)<br />
* [http://www.libsdl.org/ SDL] (libsdl1.2-dev)<br />
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2-dev)<br />
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2-dev)<br />
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2-dev), version 2.0.22 or later<br />
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp-dev), version '''0.5 or later'''<br />
* [http://www.boost.org boost] (libboost-dev), required as dependency for yaml-cpp 0.5.<br />
<br />
Check the library websites if you can't find them with your distribution's package manager.<br />
<br />
'''Don't forget to copy the X-Com resources to your ''bin'' folder as shown in [[Installing (OpenXcom)|Installing]].'''<br />
<br />
== Commands ==<br />
<br />
git clone https://github.com/SupSuper/OpenXcom.git<br />
cd OpenXcom/src<br />
make -f Makefile.simple<br />
<br />
You can now run the game from <code>OpenXcom/bin/openxcom</code><br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=OpenXcom&diff=64532OpenXcom2015-05-18T04:53:25Z<p>Myk002: </p>
<hr />
<div>[[Image:Openlogo.png|center]]<br />
'''Welcome to the OpenXcom Wiki, a part of UFOpaedia.org. OpenXcom is a free open-source reimplementation of the original X-COM, written from scratch to provide all the fun with none of the limitations.'''<br />
<br />
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenXcom. Feel free to add new pages, edit the current ones and to use the [[Talk:OpenXcom|discussion tab]] to ask any questions.<br />
<br />
OpenXcom is still under development, so unless otherwise noted, all information in this wiki refers to the '''latest milestone: 1.0.''' You can download it from the [http://openxcom.org official website].<br />
<br />
<table style="width: 100%;><br />
<tr style="vertical-align: top;"><br />
<td colspan = "3"><br />
{| {{stdTable}} title = "OpenXcom Main Directory" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "2"| [[Image:Openicon24.png|link=OpenXcom|OpenXcom Badge]] '''OpenXcom''' <br />
|-<br />
|}<br />
</td><br />
</tr><br />
<tr style="vertical-align: top;"><br />
<td style="width: 33%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| '''Overview'''<br />
|- <br />
| [[Info (OpenXcom)|About OpenXcom]]<br />
|-<br />
| [[Credits (OpenXcom)|Credits]]<br />
|-<br />
| [[Installing (OpenXcom)|Installation]]<br />
|-<br />
| [[Mods (OpenXcom)|Mods]]<br />
|-<br />
| [[Differences to X-COM (OpenXcom)|Differences between OpenXcom and X-COM]]<br />
|-<br />
| [[Hidden Features (OpenXcom)|Hidden Features]]<br />
|}<br />
</td><br />
<br />
<td style="width: 33%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| '''Configuration'''<br />
|-<br />
| [[Options (OpenXcom)|Options]]<br />
: [[Video Options (OpenXcom)|Video]]<br />
: [[Audio Options (OpenXcom)|Audio]]<br />
: [[Controls (OpenXcom)|Controls]]<br />
|}<br />
</td><br />
<br />
<td style="width: 33%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| '''Technical Information'''<br />
|-<br />
| [[Compiling (OpenXcom)|Compiling]]<br />
: [[Coding Style (OpenXcom)|Coding Style]]<br />
|-<br />
| [[Customizing (OpenXcom)|Customizing]]<br />
: [[Rulesets (OpenXcom)|Rulesets]] (Mods)<br />
:: [[Ruleset Reference (OpenXcom)|Ruleset Reference (Version 1.0)]]<br />
:: [[Ruleset Reference Nightly (OpenXcom)|Ruleset Reference (Nightly)]]<br />
:: [[Ruleset List Order (OpenXcom)|Ruleset List Order]]<br />
: [[Alien Missions in Enemy Unknown (OpenXcom)|Alien Missions in Enemy Unknown]] <br />
: [[Translations (OpenXcom)|Translations]]<br />
: [[Soldier Names (OpenXcom)|Soldier Names]]<br />
|}<br />
</td><br />
</tr><br />
</table><br />
[[Category:OpenXcom]]<br />
__NOTOC__</div>Myk002https://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=64531Mods (OpenXcom)2015-05-18T04:51:04Z<p>Myk002: </p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [http://www.openxcom.com/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [[Installing (OpenXcom)#Data_Folder|Data Folder]], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
* Extract the mod to a new folder under your mods folder<br />
** The mods directory is in your [[Installing (OpenXcom)#User_Folder|User Folder]], where your savegames are<br />
** If the mods directory doesn't exist, start OpenXcom once and quit and check again<br />
** WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.<br />
** It doesn't really matter what the directory name is as long as it is unique.<br />
<br />
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!<br />
To upgrade a mod, just delete the folder and replace it with the new version.<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Mods_(OpenXcom)&diff=64529Mods (OpenXcom)2015-05-18T04:44:53Z<p>Myk002: </p>
<hr />
<div>So you finally got tired of the vanilla experience? ''(shame on you)''<br />
<br />
Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check [[Customizing (OpenXcom)|Customizing]].<br />
<br />
== Standard Mods ==<br />
<br />
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]]. Here's a brief description of what's included:<br />
<br />
* '''Aliens Pick Up Weapons''': The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).<br />
* '''Limit Craft Item Capacities''': Limits the number of items you can take on a craft to 80, just like in the original X-COM.<br />
* '''PSX Static Cydonia Map''': Uses the Cydonia map from the PSX version of X-Com: UFO Defense.<br />
* '''UFOextender Gun Melee''': Adds a stun melee attack to every weapon (called ''Stun Fest'' in UFOextender). The TU/Damage is based on the weapon's class: <table {{StdCenterTable}}><tr {{StdDescTable_Heading}}><th align="left">Weapon Class</th><th width="90">Stun Damage</th><th width="75">TU %s</th></tr><tr><th align="left">Pistols</th><td>20</td><td>15</td></tr><tr><th align="left">Rifles and Small Launcher</th><td>50</td><td>40</td></tr><tr><th align="left">"Heavy" weapons and Auto-Cannon</th><td>65</td><td>50</td></tr><tr><th align="left">Launchers</th><td>80</td><td>80</td></tr><tr><th align="left">Stun Rod (unchanged)</th><td>65</td><td>30</td></tr></table><br />
* '''UFOextender Psionic Line of Fire''': Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.<br />
* '''UFOextender Starting Avalanches''': All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.<br />
* '''XcomUtil Always Daytime''': Forces all ground missions to daytime. Not compatible with the mod below.<br />
* '''XcomUtil Always Nighttime''': Forces all ground missions to nighttime. Not compatible with the mod above.<br />
* '''XcomUtil Fighter Transports''': Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.<br />
* '''XcomUtil High Explosive Damage''': Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.<br />
* '''XcomUtil Improved Ground Tanks''': Gives ground [[Tank]]s the same stats as Hovertanks.<br />
* '''XcomUtil Improved Heavy Laser''': Increases the damage and accuracy of the [[Heavy Laser]].<br />
* '''XcomUtil No Psionics''': Removes all Psi tech from the game, both X-COM and alien.<br />
* '''XcomUtil Pistol Auto Shot''': Gives the standard-issue [[Pistol]] an auto shot.<br />
* '''XcomUtil Skyranger Weapon Slot''': Gives the [[Skyranger]] a craft weapon slot.<br />
* '''XcomUtil Starting Defensive Base''': Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.<br />
* '''XcomUtil Starting Improved Base''': Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.<br />
* '''XcomUtil Starting Defensive Improved Base''': Combination of the two mods above.<br />
* '''XcomUtil Statstrings''': Soldiers get [[Statstrings]] added to their names based on their stats.<br />
<br />
== Downloading & Installing ==<br />
<br />
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:<br />
<br />
* [http://www.openxcom.com/ OpenXcom Mod Portal]<br />
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]<br />
<br />
=== Installing Mods for 1.0 ===<br />
<br />
To install them, check the individual instructions included by the mod author. Most mods just need to be extracted into your [[Installing (OpenXcom)#Data_Folder|Data Folder]], but some require special steps and instructions.<br />
<br />
=== Installing Mods for the Nightly Version ===<br />
<br />
Go to your mods directory (in your [[Installing (OpenXcom)#User_Folder|User Folder]], where your savegames are). If the mods directory doesn't exist, start OpenXcom once and quit and check again. Extract the mod into a new subdirectory. WinZip has an "Extract to" option that creates a directory whose name is based on the archive name. It doesn't really matter what the directory name is as long as it is unique. Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to mods/LulzMod and you see something like:<br />
<br />
mods/LulzMod/data/TERRAIN/<br />
mods/LulzMod/data/Rulesets/<br />
<br />
and so on, just move everything up a level so it looks like:<br />
<br />
mods/LulzMod/TERRAIN/<br />
mods/LulzMod/Rulesets/<br />
<br />
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten! To upgrade a mod, just delete the folder and replace it with the new version.<br />
<br />
== Enabling New Mods ==<br />
<br />
If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.<br />
<br />
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.<br />
<br />
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_Xcode_(OpenXcom)&diff=64527Compiling with Xcode (OpenXcom)2015-05-18T03:27:14Z<p>Myk002: </p>
<hr />
<div>To successfully build an OpenXcom OSX bundle you will need the relevant Xcode project files provided in the ''xcode'' folder as well as all the relevant dependencies installed in ''/usr/local/''.<br />
<br />
== Dependencies ==<br />
<br />
The dependencies you require are the following:<br />
* SDL (libsdl1.2)<br />
* SDL_mixer (libsdl-mixer1.2)<br />
* SDL_gfx (libsdl-gfx1.2), version 2.0.22 or later<br />
* SDL_image (libsdl-image1.2)<br />
* yaml-cpp, version 0.5 or later <br />
<br />
If you want to save yourself the trouble - don't do it manually, use [http://mxcl.github.com/homebrew/ Homebrew package manager] instead.<br />
<br />
== Instructions ==<br />
<br />
# This guide assumes you listened to the previous recommendation and had your dependencies installed with brew terminal command, like this:<br /><pre>$ brew install yaml-cpp sdl sdl_gfx sdl_image sdl_mixer --with-flac --with-libmikmod --with-libvorbis</pre><br />
# Now, open the ''OpenXcom.xcodeproj'' file and add the source folder to the project:<br />Right-Click on the OpenXcom project icon in the left pane, select ''Add Files to "OpenXcom"'', traverse the folder tree up one level and select the ''src'' folder to be added. Just make sure you choose ''Create groups for any added folders'' option when adding this to your build target.<br />
# Click on the OpenXcom target in the middle pane and select the ''Build Phases'' tab. Look down at ''Copy Bundle Resources'' container and delete all the files irrelevant to our build, namely:<br />
#* OpenXcom.2010.vcxproj<br />
#* CMakeLists.txt<br />
#* Makefile.simple<br />
#* OpenXcom.rc<br />
#* OpenXcom.2010.sln<br />
#* OpenXcom.2010.vcxproj.user<br />
#* OpenXcom.2010.vcxproj.filters<br />
#* Makefile.gcc-pch<br />
# Push the ''Build'' button and cross your fingers ;)<br />
# Find your newly created bundle in ''./DerivedData/OpenXcom/Build/Products/Release'' folder and copy it to some place you feel comfortable keeping your games in.<br />
# Don't forget to copy the original game data files you possess into the ''UFO'' and/or ''TFTD'' folders within the bundle (see [[Installing (OpenXcom)|Installing]]), or otherwise the game won’t start. If asked by OSX what to do with the files and folders already present there, select ''Merge''.<br />
# Enjoy!<br />
<br />
Should you require any further assistance regarding the OSX build - feel free to ask around on the [http://openxcom.org/forum/ official forums] or contact me directly on [http://github.com/luciderous GitHub].<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=64526Compiling with CMake (OpenXcom)2015-05-18T03:24:50Z<p>Myk002: </p>
<hr />
<div>CMake is a meta-build system. It doesn't build the code itself. Instead, it autogenerates files for other build systems, like Make or Visual Studio. It is an excellent tool for maintaining consistent build environments across multiple operating systems.<br />
<br />
__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd build<br />
ccmake -G 'Generator name' ..<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd build<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE ..<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE ..<br />
For example:<br />
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$HOME/bin/openxcom.inst ..<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
OR "git clone https://github.com/SupSuper/OpenXcom.git openxcom" if the above doesn't work for whatever reason<br />
{copy XCOM1 assets into openxcom/bin/UFO and XCOM2 assets into openxcom/bin/TFTD}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=64525Compiling with CMake (OpenXcom)2015-05-18T03:14:29Z<p>Myk002: </p>
<hr />
<div>__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd build<br />
ccmake -G 'Generator name' ..<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd build<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE ..<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE ..<br />
For example:<br />
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$HOME/bin/openxcom.inst ..<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
OR "git clone https://github.com/SupSuper/OpenXcom.git openxcom" if the above doesn't work for whatever reason<br />
{copy XCOM1 assets into openxcom/bin/UFO and XCOM2 assets into openxcom/bin/TFTD}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_brew_(OpenXcom)&diff=64524Compiling with brew (OpenXcom)2015-05-18T03:06:12Z<p>Myk002: </p>
<hr />
<div>Install brew<br />
see http://mxcl.github.com/homebrew/<br />
<br />
Install dependencies<br />
<br />
brew install cmake yaml-cpp sdl sdl_gfx sdl_image sdl_mixer --with-flac --with-libmikmod --with-libvorbis<br />
<br />
Then [[Compiling_with_CMake_(OpenXcom)|build with cmake]] or [[Compiling_with_Make_(OpenXcom)|make]].<br />
<br />
When running cmake to generate the build files, remember to specify clang as your compiler:<br />
<br />
mkdir build<br />
cd build<br />
CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake ..<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&diff=64523Compiling (OpenXcom)2015-05-18T02:57:21Z<p>Myk002: </p>
<hr />
<div>The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: <code>https://github.com/SupSuper/OpenXcom.git</code><br />
<br />
If you're a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can't push to the official OpenXcom repository without permission) and easily send in pull requests.<br />
<br />
OpenXcom is a cross-platform game so it's possible to compile it on a variety of systems and project files for all the popular IDEs are included. There's also a [http://openxcom.org/docs/html/ Doxygen documentation] available.<br />
<br />
'''Don't forget to copy the X-Com resources to your ''bin'' folder as shown in [[Installing (OpenXcom)|Installing]].'''<br />
<br />
== Dependencies ==<br />
<br />
OpenXcom requires the following libraries to compile:<br />
<br />
* [http://www.libsdl.org/ SDL] (libsdl1.2)<br />
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)<br />
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)<br />
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later<br />
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], (libyaml-cpp), version 0.5 or later<br />
<!--* [http://www.boost.org/ Boost], (boost)--><br />
<br />
== All operating systems ==<br />
<br />
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]<br />
<br />
== Windows ==<br />
<br />
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]<br />
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]<br />
<br />
== Mac OS X ==<br />
<br />
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]<br />
* [[Compiling with brew (OpenXcom)|Compiling with brew]]<br />
<br />
== Linux/BSD ==<br />
<br />
* [[Compiling with Make (OpenXcom)|Compiling with Make]]<br />
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]<br />
<br />
== Misc. ==<br />
<br />
* [[Android port (OpenXcom)|Compiling for Android]]<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Audio_Options_(OpenXcom)&diff=64522Audio Options (OpenXcom)2015-05-18T02:51:50Z<p>Myk002: </p>
<hr />
<div>[[Image:OpenXcom Audio Options.png|right|thumb|OpenXcom default Audio Options]]<br />
<br />
== Volume ==<br />
<br />
* Music: Background music played during the game.<br />
* SFX: Sound effects played during the game, except the ones below.<br />
* UI: User interface sounds, like button presses and window popups.<br />
<br />
'''WARNING:''' When using MIDI music on Windows Vista and later, the music volume slider will actually affect the whole game's volume.<br />
<br />
== Music Format ==<br />
<br />
OpenXcom supports a variety of music formats, and will automatically pick the best format available in this order:<br />
* [[Wikipedia:FLAC|FLAC]]<br />
* [[Wikipedia:OGG|OGG]]<br />
* [[Wikipedia:MP3|MP3]]<br />
* [[Wikipedia:MOD (file format)|MOD]]<br />
* [[Wikipedia:WAV|WAV]]<br />
* [[Wikipedia:Adlib|Adlib]]<br />
* [[Wikipedia:MIDI|MIDI]]<br />
<br />
The currently-used format is shown under the option. If you are not happy with its selection, you can use this option to set your own preferred music format.<br />
<br />
=== Original Music ===<br />
<br />
The original game includes different music formats depending on the version:<br />
* DOS 1.0 - Adlib<br />
* DOS 1.4 - Adlib and MIDI<br />
* Windows / CE - MIDI<br />
* Steam - Adlib and MIDI<br />
<br />
=== Custom Music ===<br />
<br />
You can also use custom music (remixes etc.) if you don't like or have trouble getting the original X-COM music to work. Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original. Here's a table listing the correspondences between the original and fan soundtracks:<br />
<br />
{| class="wikitable"<br />
! Original Filename<br />
! width="200" | [http://www.xcomufo.com/x1music.html PlayStation OST]<br />
! width="200" | [http://ufo.freelanzer.com/ UFO: Cydonia's Fall OST]<br />
! Description<br />
|-<br />
| GMDEFEND<br />
| Briefing1<br />
| Defend Base<br />
| UFO / Alien Base mission briefing screen<br />
|-<br />
| GMENBASE<br />
| Briefing2<br />
| N/A<br />
| Terror Site / Base Defense briefing screen<br />
|-<br />
| GMGEO1<br />
| Geoscape1<br />
| Geoscape (Part I)<br />
| Randomly at Geoscape<br />
|-<br />
| GMGEO2<br />
| Geoscape2<br />
| Geoscape (Part II)<br />
| Randomly at Geoscape<br />
|-<br />
| GMGEO3*<br />
| Geoscape3<br />
| N/A<br />
| Randomly at Geoscape<br />
|-<br />
| GMGEO4*<br />
| Geoscape4<br />
| N/A<br />
| Randomly at Geoscape<br />
|-<br />
| GMINTER<br />
| Dogfight<br />
| Interception<br />
| When Interceptor is in range of UFO<br />
|-<br />
| GMINTRO1<br />
| N/A<br />
| Intro (Part I)<br />
| First part of the intro<br />
|-<br />
| GMINTRO2<br />
| N/A<br />
| Intro (Part II)<br />
| Second part of the intro<br />
|-<br />
| GMINTRO3<br />
| N/A<br />
| Intro (Part III)<br />
| Third part of the intro<br />
|-<br />
| GMLOSE<br />
| N/A<br />
| Lose Game<br />
| Endgame screen (loss)<br />
|-<br />
| GMMARS<br />
| Debriefing<br />
| Debriefing<br />
| Any mission debriefing screen<br />
|-<br />
| GMNEWMAR<br />
| Mission Accomplished<br />
| Mars Briefing<br />
| Final mission briefing screen<br />
|-<br />
| GMSTORY<br />
| Final Briefing<br />
| The Story<br />
| Main menu<br />
|-<br />
| GMTACTIC<br />
| Battlescape1<br />
| Tactical Battle<br />
| Randomly at Battlescape<br />
|-<br />
| GMTACTIC2*<br />
| Battlescape2<br />
| N/A<br />
| Randomly at Battlescape<br />
|-<br />
| GMWIN<br />
| N/A<br />
| Win Game<br />
| Endgame screen (victory)<br />
|}<br />
<br />
''*not available in original''<br />
<br />
'''WARNING:''' There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing random crashes after using custom music, switch to a different music format.<br />
<br />
Music files work best at 44.1 KHz with the SDL audio driver in the game. You may want to resample music to 44.1KHz with any of the music that you use.<br />
<br />
== New in the Nightly Build ==<br />
<br />
'''Music.rul''' File: <br />
With nightly builds, the ruleset has been broken out into smaller files. Music is now defined in standard/xcom1/music.rul. This ruleset allows for more music to be defined beyond the default game files.<br />
<br />
Format of the Rule file follows:<br />
musics:<br />
- type: GMDEFEND<br />
catPos: 3<br />
normalization: 0.76<br />
<br />
"- type:" is both the track name used internally and the file name, if using mp3/ogg etc. GMGEO, GMTACTIC, and GMINTER can have multiple tracks defined. The convention is that new tracks have numerically sequential filenames, (e.g. GMGEO1, GMGEO2, GMGEO3, etc.), but as long as the track name has the base name somewhere in it (e.g. GMGEO_remix), it will be found and the engine will pick randomly from the available options.<br />
<br />
" catPos:" is the catalog position of the file in the stock .CAT file from the original game music. For custom files, or additional files, this may not need to be specified. <br />
<br />
" normalization:" is the volume multiplier for playback, so the above file would be played at 76% of its volume.<br />
<br />
== Sound Format ==<br />
<br />
There are two versions of the game sound effects, 1.0 (Old) and 1.4 (New). Which is better depends on your nostalgia and personal preference:<br />
<br />
* Old - The original version of the sound effects, low quality (8000Hz 6-bit), but preferred by purists.<br />
* New - The patched version of the sound effects, high quality (11025Hz 8-bit), but with different alien screams that a lot of fans dislike.<br />
<br />
The currently-used format is shown under the option. If you are not happy with its selection, you can use this option to set your own preferred sound format.<br />
<br />
=== Original Sounds ===<br />
<br />
The original game includes different sounds depending on the version:<br />
* DOS 1.0 - Old<br />
* DOS 1.4 - Old and New<br />
* Windows / CE - New<br />
* Steam - Old and New<br />
<br />
=== Custom Sounds ===<br />
<br />
You can also use custom sounds through [[Mods (OpenXcom)|Mods]].<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Alien_Missions_in_Enemy_Unknown_(OpenXcom)&diff=64521Alien Missions in Enemy Unknown (OpenXcom)2015-05-18T02:33:44Z<p>Myk002: </p>
<hr />
<div>UFOs are sent out periodically to conduct a number of types of '''Alien Missions''', some of which the purpose is fairly inscrutable, others are fairly obvious in their reasoning. Especially once the [[Hyper-wave Decoder]] is deployed, knowing the mission of the aliens can help make strategic plans for further actions that the aliens may attempt in the near future.<br />
<br />
The information presented below describes how Alien Missions work in the original Enemy Unknown game, based upon [[OpenXcom]]'s XCom1 ruleset file and other sources, namely posts at OpenXcom's forums and pages about the original game files. <br />
<br />
Keep in mind that there are massive spoilers involved, so read at your own risk. <br />
<br />
==List of Alien Missions==<br />
<br />
* [[Alien Research]]<br />
* [[Alien Harvest]]<br />
* [[Alien Abduction]]<br />
* [[Alien Infiltration]]<br />
* [[Alien Base]]<br />
* [[Alien Terror]]<br />
* [[Alien Retaliation]]<br />
* [[Alien Supply]]<br />
<br />
==Alien Missions Generation==<br />
===Missions Frequency===<br />
The aliens will generate new missions each month according to the following pattern: <br />
* January, 1999: 1 Alien Research, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission. <br />
* February to May, 1999: 1 random mission, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission. <br />
* June, 1999: 2 random missions, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission.<br />
* After [[The Martian Solution]] is researched OR depending the difficulty level (March 2000 on Easy or November 1999 on Superhuman): 1 Alien Retaliation mission is added, in addition to the above.<br />
* Alien Supply missions will take place once per month for each alien base present in the globe. {{Template:Verify}}<br />
<br />
The number and frequency of missions is hardcoded in OpenXCom and it can't be changed unless the .EXE file is modified. <br />
<br />
===Missions Selection===<br />
The game will create an array of possible missions for each region of the world to be used when randomly selecting missions for each month. The random missions assigned to each region can be of 5 kinds: Alien Research, Base, Abductions, Harvest and Infiltration. Alien Terror, Retaliation and Supply missions are special cases and are not present in this array since those missions are automatically generated. <br />
<br />
Once a particular mission is selected it will be removed from the array and won't appear again for that region. If all of the missions in the array are used then the game will restart this process and refill the mission array, usually somewhere around 2000. <br />
<br />
First the game will randomly choose a region for the mission, using weighted factors (defined on the [[ZONAL.DAT]] file in the original game and in [[Ruleset Reference (OpenXcom)#Regions|Regions]] on the XCom1Ruleset.rul file) to influence the probability of each region being selected: <br />
* North America: 18<br />
* Arctic: 4<br />
* Antarctic: 4<br />
* South America: 10<br />
* Europe: 16<br />
* North Africa: 12<br />
* South Africa: 8<br />
* Central Asia: 12<br />
* Southeast Asia: 15<br />
* Siberia: 10<br />
* Australia: 10<br />
* Pacific: 5<br />
* North Atlantic: 5 <br />
* South Atlantic: 5 <br />
* Indian Ocean: 5 <br />
<br />
The 3 last regions don't have any random missions assigned and they won't see any Alien Terror missions since they have no cities present. However, it will be possible to see Alien Retaliation missions if any UFOs are shot down over those areas. {{Template:Verify}}<br />
<br />
As said above, each region has several missions assigned. The mission will be randomly selected also based on weighted factors (defined on [[ACTS.DAT]] and in [[Ruleset Reference (OpenXcom)#Regions|Regions]] on the XCom1Ruleset.rul file), which are shown on the table below. <br />
<br />
{|class="wikitable" width="70%" <br />
| align="center" style="background:#f0f0f0;"|'''Region'''<br />
| align="center" style="background:#f0f0f0;"|'''Research'''<br />
| align="center" style="background:#f0f0f0;"|'''Harvest'''<br />
| align="center" style="background:#f0f0f0;"|'''Abduction'''<br />
| align="center" style="background:#f0f0f0;"|'''Infiltration'''<br />
| align="center" style="background:#f0f0f0;"|'''Base'''<br />
|- align="center"<br />
| North America||14||17||20||20||20<br />
|- align="center"<br />
| Arctic||25||NA||NA||NA||35<br />
|- align="center"<br />
| Antarctic||25||NA||NA||NA||35<br />
|- align="center"<br />
| South America||10||24||12||18||22<br />
|- align="center"<br />
| Europe||10||10||15||20||6<br />
|- align="center"<br />
| North Africa||8||8||8||8||19<br />
|- align="center"<br />
| South Africa||7||8||8||8||9<br />
|- align="center"<br />
| Central Asia||5||5||6||10||8<br />
|- align="center"<br />
| Southeast Asia||8||13||21||13||8<br />
|- align="center"<br />
| Siberia||6||NA||4||NA||9<br />
|- align="center"<br />
| Australia||15||11||4||8||16<br />
|- align="center"<br />
| Pacific||15||NA||NA||NA||27<br />
|-<br />
|}<br />
<br />
The information on the table can be used together with any Alien Activity shown on the game's Graphs to make an educated guess on what the aliens are up to in certain areas. For instance, alien activity in Northern Africa, Arctic, Antarctic or the Pacific have a higher chance of an Alien Base being established on those regions.<br />
<br />
Finally, the race of the aliens present for each mission will be randomly selected according to their [[Alien Appearance Ratios]]. In the XCom1Ruleset.rul this can be changed under [[Ruleset Reference (OpenXcom)#Alien Missions|Alien Missions]], on the raceWeights subsection. <br />
<br />
===Missions & UFOs===<br />
Each alien mission will consist of a wave of several UFOs, each of a specific type and with a particular flight pattern. The type and number of UFOs and the time interval between them are defined on the [[MISSIONS.DAT]] file (original game) or under the [[Ruleset Reference (OpenXcom)#Waves|Waves]] subsection of the AlienMissions section of the XCom1Ruleset.rul file. <br />
<br />
{| class="wikitable" width="70%" <br />
| align="center" style="background:#f0f0f0;"|'''Alien Mission'''<br />
| align="center" style="background:#f0f0f0;"|'''UFO Type'''<br />
| align="center" style="background:#f0f0f0;"|'''UFO Count'''<br />
| align="center" style="background:#f0f0f0;"|'''Timer (minutes)'''<br />
| align="center" style="background:#f0f0f0;"|'''UFO Trajectory'''<br />
|- align="center"<br />
| rowspan="4"| Alien Research<br />
|- align="center"<br />
| Small Scout||1||9000||P0<br />
|- align="center"<br />
| Medium Scout||1||7800||P2<br />
|- align="center"<br />
| Large Scout||2||9000||P4<br />
|- align="center"<br />
| rowspan="9"| Alien Harvest<br />
|- align="center"<br />
| Small Scout||1||7800||P0<br />
|- align="center"<br />
| Small Scout||1||7800||P2<br />
|- align="center"<br />
| Medium Scout||1||6000||P2<br />
|- align="center"<br />
| Large Scout||1||7800||P0<br />
|- align="center"<br />
| Large Scout||1||9000||P3<br />
|- align="center"<br />
| Harvester||1||3000||P4<br />
|- align="center"<br />
| Harvester||1||750||P4<br />
|- align="center"<br />
| Battleship||1||1500||P2<br />
|- align="center"<br />
| rowspan="6"| Alien Abduction<br />
|- align="center"<br />
| Small Scout||1||15000||P0<br />
|- align="center"<br />
| Medium Scout||1||18000||P1<br />
|- align="center"<br />
| Large Scout||1||9000||P3<br />
|- align="center"<br />
| Abductor||1||9000||P3<br />
|- align="center"<br />
| Abductor||2||60||P4<br />
|- align="center"<br />
| rowspan="9"| Alien Infiltration<br />
|- align="center"<br />
| Small Scout||1||16500||P0<br />
|- align="center"<br />
| Medium Scout||1||15000||P1<br />
|- align="center"<br />
| Medium Scout||1||13800||P6<br />
|- align="center"<br />
| Large Scout||1||9000||P7<br />
|- align="center"<br />
| Large Scout||1||60||P7<br />
|- align="center"<br />
| Terror Ship||1||60||P7<br />
|- align="center"<br />
| Supply Ship||1||60||P7<br />
|- align="center"<br />
| Battleship||2||60||P7<br />
|- align="center"<br />
| rowspan="6"| Alien Base<br />
|- align="center"<br />
| Small Scout||1||13500||P1<br />
|- align="center"<br />
| Medium Scout||1||15000||P5<br />
|- align="center"<br />
| Large Scout||1||60||P5<br />
|- align="center"<br />
| Supply Ship||2||60||P5<br />
|- align="center"<br />
| Battleship||1||60||P6<br />
|- align="center"<br />
| rowspan="5"| Alien Terror<br />
|- align="center"<br />
| Medium Scout||1||15000||P1<br />
|- align="center"<br />
| Large Scout||1||9600||P1<br />
|- align="center"<br />
| Terror Ship||1||12000||P0<br />
|- align="center"<br />
| Terror Ship||1||9000||P7<br />
|- align="center"<br />
| rowspan="5"| Alien Retaliation<br />
|- align="center"<br />
| Small Scout||1||3000||P8<br />
|- align="center"<br />
| Medium Scout||2||3000||P8<br />
|- align="center"<br />
| Large Scout||3||3000||P8<br />
|- align="center"<br />
| Battleship||2||3000||P8<br />
|- align="center"<br />
| rowspan="2"| Alien Supply<br />
|- align="center"<br />
| Supply Ship||1||6000||P9<br />
|-<br />
|}<br />
<br />
The actual value of the timer between missions will be set between 50-150% of the value above displayed above. Shooting down a UFO will add 1-9 days (1440 - 12960 min.) to the next timer. {{Template:Verify}} For more details check the [[MISSIONS.DAT]] page. Those delays from shooting down UFOs can postpone Alien missions to the next month, which can result in situations such as 2 Terror Sites in the same month. <br />
<br />
===UFO Trajectories===<br />
The [[Ruleset Reference (OpenXcom)#UFO Trajectories|UFO trajectories]] are used by the game to determine the actual flight path of the UFO, as well as their speed/altitude and any possible landings and time spent on the ground. Each UFO trajectory has the following attributes:<br />
* Trajectory ID<br />
* Ground Timer (minutes spend on ground before taking-off)<br />
* List of Waypoints. Each trajectory will have several waypoints, including entry/exit of Earth's atmosphere and patrol/landing areas. Those areas are called Misson Zones and each region has several defined zones. Each waypoint is used to determine the next destination of the UFO, along with the altitude and speed while flying. <br />
** MissionZone<br />
** Altitude (5 = Very High, 0 = Ground). If the altitude of the next waypoint is 0, the UFO will land up reaching the waypoint it is currently heading towards. <br />
** Speed (% of the UFO's maximum speed)<br />
{|class="wikitable" width="100%" <br />
| align="center" style="background:#f0f0f0;"|'''Trajectory ID'''<br>''(Ground Timer)''<br />
| align="center" style="background:#f0f0f0;"|'''Mission Zones'''<br />
| align="center" style="background:#f0f0f0;"|'''Altitude'''<br />
| align="center" style="background:#f0f0f0;"|'''Speed (% of UFO Max)'''<br />
| align="center" style="background:#f0f0f0;"|'''Notes'''<br />
|- align="center"<br />
| rowspan="5"| P0<br>''3000''<br />
|5||4||100|| rowspan="5"| P0 is the only trajectory where UFOs don't land. It is used mainly by Small Scouts assigned as the 1st UFO on the Abductions, Harvest, Research and Infiltration missions. <br />
|- align="center"<br />
|0||3||74<br />
|- align="center"<br />
|0||1||28<br />
|- align="center"<br />
|1||1||47<br />
|- align="center"<br />
|5||2||100<br />
|- align="center"<br />
| rowspan="8"|P1<br>''4000''<br />
|5||4||100|| rowspan="8"| <br />
|- align="center"<br />
|0||2||76<br />
|- align="center"<br />
|0||2||20<br />
|- align="center"<br />
|1||1||44<br />
|- align="center"<br />
|0||0||20<br />
|- align="center"<br />
|0||2||32<br />
|- align="center"<br />
|2||1||65<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
| rowspan="5"|P2<br>''5000''<br />
|5||4||100|| rowspan="5"| <br />
|- align="center"<br />
|0||3||57<br />
|- align="center"<br />
|0||2||26<br />
|- align="center"<br />
|1||1||50<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
|rowspan="5"|P3<br>''6000''<br />
|5||4||100|| rowspan="5"| <br />
|- align="center"<br />
|0||3||30<br />
|- align="center"<br />
|0||2||25<br />
|- align="center"<br />
|2||1||20<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
| rowspan="8"|P4<br>''7000''<br />
|5||4||100|| rowspan="8"| <br />
|- align="center"<br />
|0||2||67<br />
|- align="center"<br />
|0||2||52<br />
|- align="center"<br />
|2||1||40<br />
|- align="center"<br />
|0||0||30<br />
|- align="center"<br />
|0||2||20<br />
|- align="center"<br />
|2||1||30<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
|rowspan="8"| P5<br>''4000''<br />
|5||4||100|| rowspan="8"| <br />
|- align="center"<br />
|0||2||50<br />
|- align="center"<br />
|0||2||20<br />
|- align="center"<br />
|4||1||15<br />
|- align="center"<br />
|0||0||20<br />
|- align="center"<br />
|0||2||29<br />
|- align="center"<br />
|4||1||42<br />
|- align="center"<br />
|5||0||90<br />
|- align="center"<br />
|rowspan="5"|P6<br>''5000''<br />
|5||4||100|| rowspan="5"| <br />
|- align="center"<br />
|0||3||50<br />
|- align="center"<br />
|0||2||25<br />
|- align="center"<br />
|4||1||16<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
|rowspan="5"| P7<br>''9000''<br />
|5||4||100|| rowspan="5"| P7 trajectories are only used by UFOs that land on cities, namely the Terror Ship that triggers the appearance of a Terror Site, and the last phase of the Alien Infiltration mission, where several UFOs descend on cities. <br />
|- align="center"<br />
|0||3||60<br />
|- align="center"<br />
|0||2||30<br />
|- align="center"<br />
|3||1||20<br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
|rowspan="8"| P8<br>''6000''<br />
|5||4||100|| rowspan="8"| P8 trajectories are exclusive to UFOs on Retaliation missions. However, the Battleship that conducts the actual assault on the XCom base will use instead the RETALIATION trajectory. <br />
|- align="center"<br />
|1||1||60<br />
|- align="center"<br />
|2||1||20<br />
|- align="center"<br />
|3||1||30<br />
|- align="center"<br />
|4||1||20<br />
|- align="center"<br />
|0||1||42<br />
|- align="center"<br />
|2||1||56<br />
|- align="center"<br />
|5||4||100<br />
|- align="center"<br />
|rowspan="2"| P9<br>''2000''<br />
|5||4||80|| rowspan="2"| P9 trajectories are only used for Alien Supply missions. <br />
|- align="center"<br />
|5||0||100<br />
|- align="center"<br />
|rowspan="2"| RETALIATION<br>''1000''<br />
|5||4||100|| rowspan="2"| <br />
|- align="center"<br />
|5||0||100<br />
|-<br />
|}<br />
<br />
The following sequence of images shows a Large Scout on a Terror mission with a P1 trajectory as it moves from one waypoint to the other.<br />
<br />
[[File:Large Scout P0 Trajectory (EU).png]]<br />
<br />
===Mission Zones===<br />
Finally, each region can have up to 6 types of Mission Zones, defined under [[Ruleset Reference (OpenXcom)#Regions|Regions]], corresponding to different areas on the map. Mission Zones 5 are used exclusively as UFO entry/exit areas from the globe, while the others can be used either for travel or landings, depending on the UFO's trajectory and mission. Mission Zones 3 are the cities that appear on Geoscape and they are used by Alien Infiltration and Alien Terror missions for landings. <br />
<br />
As an example, this image displays the Mission Zones for Europe. <br />
<br />
[[Image: Mission Zones Europe (EU).png|1000px]]<br />
<br />
It is possible to see the Mission Zones for all regions using Falko's [http://falkooxc2.pythonanywhere.com/worldeditor WorldEditor].<br />
==See Also==<br />
*[[Ruleset Reference (OpenXcom)]]<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=64432Compiling with CMake (OpenXcom)2015-05-14T15:10:26Z<p>Myk002: </p>
<hr />
<div>__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd "openxcom build dir" &&<br />
ccmake -G 'Generator name' "path to openxcom source tree"<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd "openxcom build dir" &&<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It assumes that you do not have OpenXcom installed in system directories (e.g. /usr/share/openxcom). If you do have a system-level OpenXcom installed, copy the /usr/share/openxcom/data directory to your OpenXcom source checkout directory (see below) and uninstall OpenXcom from your system. Otherwise, it will interact in unfriendly ways with the nightly build you are creating and running here.<br />
<br />
Note that for the first line to work, you have to have set up your ssh key in github here: https://github.com/settings/ssh<br />
If you don't have a github account, and just want to compile the code, use "git clone https://github.com/SupSuper/OpenXcom.git openxcom" instead of the "git clone git@" command below.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
{copy XCOM1 assets into openxcom/bin/data}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=64430Compiling with CMake (OpenXcom)2015-05-14T14:44:15Z<p>Myk002: add note that you have to set up your ssh key for git clone to work</p>
<hr />
<div>__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd "openxcom build dir" &&<br />
ccmake -G 'Generator name' "path to openxcom source tree"<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd "openxcom build dir" &&<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It assumes that you do not have OpenXcom installed in system directories (e.g. /usr/share/openxcom). If you do have a system-level OpenXcom installed, copy the /usr/share/openxcom/data directory to your OpenXcom source checkout directory (see below) and uninstall OpenXcom from your system. Otherwise, it will interact in unfriendly ways with the nightly build you are creating and running here.<br />
<br />
Note that for the first line to work, you have to have set up your ssh key in github here: https://github.com/settings/ssh<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
{copy XCOM1 assets into openxcom/bin/data}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Soldier_Names_(OpenXcom)&diff=64314Soldier Names (OpenXcom)2015-05-03T16:23:31Z<p>Myk002: fix grammar: effect -> affect</p>
<hr />
<div>OpenXcom allows customization of the [[Soldier Name Stats|soldier names]] used when generating new soldiers. They are stored in the ''Data\SoldierName'' folder with a .nam extension.<br />
<br />
== Format ==<br />
<br />
Each file contains a set of soldier names stored in YAML format.<br />
<br />
<pre><br />
lookweights:<br />
- 35<br />
- 35<br />
- 15<br />
- 15<br />
maleFirst:<br />
- Austin<br />
- Calvin<br />
- Carl<br />
...<br />
femaleFirst:<br />
- Barbara<br />
- Catherine<br />
- Evelyn<br />
...<br />
maleLast:<br />
- Bradley<br />
- Bryant<br />
- Carr<br />
- ...<br />
femaleLast:<br />
- ...<br />
</pre><br />
<br />
When generating a name for a new soldier, a random first and last name are picked from a random set. If ''femaleFirst'' or ''femaleLast'' are omitted, then respectively ''maleFirst'' or ''maleLast'' are used for both genders.<br />
<br />
Soldier names should only use [[Wikipedia:Romanisation|the basic Latin alphabet]], since they are shared among languages, to ensure everyone can read them.<br />
<br />
Each .nam file also contains lookweights that affect the chance that each of the four default looks will be chosen- these follow the number order of the looks in the data files, so the first weight corresponds with look 0 for either gender, then look 1, etc...<br />
<br />
== External Links ==<br />
<br />
* [http://openxcom.org/forum/index.php/topic,205.0.html Soldier Names thread]<br />
* [https://github.com/SupSuper/OpenXcom/tree/master/bin/data/SoldierName Latest Soldier Names in Github]<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=60223Compiling with CMake (OpenXcom)2014-10-24T15:10:42Z<p>Myk002: add note about Debug slowing the game down to the end-to-end example</p>
<hr />
<div>__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd "openxcom build dir" &&<br />
ccmake -G 'Generator name' "path to openxcom source tree"<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd "openxcom build dir" &&<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It assumes that you do not have OpenXcom installed in system directories (e.g. /usr/share/openxcom). If you do have a system-level OpenXcom installed, copy the /usr/share/openxcom/data directory to your OpenXcom source checkout directory (see below) and uninstall OpenXcom from your system. Otherwise, it will interact in unfriendly ways with the nightly build you are creating and running here.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
{copy XCOM1 assets into openxcom/bin/data}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces, but that will slow the game /way/ down)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=60132Compiling with CMake (OpenXcom)2014-10-23T18:26:48Z<p>Myk002: </p>
<hr />
<div>__TOC__<br />
<br />
== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd "openxcom build dir" &&<br />
ccmake -G 'Generator name' "path to openxcom source tree"<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd "openxcom build dir" &&<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
== End-to-end example ==<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It assumes that you do not have OpenXcom installed in system directories (e.g. /usr/share/openxcom). If you do have a system-level OpenXcom installed, copy the /usr/share/openxcom/data directory to your OpenXcom source checkout directory (see below) and uninstall OpenXcom from your system. Otherwise, it will interact in unfriendly ways with the nightly build you are creating and running here.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
{copy XCOM1 assets into openxcom/bin/data}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002https://www.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&diff=60131Compiling with CMake (OpenXcom)2014-10-23T18:25:29Z<p>Myk002: </p>
<hr />
<div>== Before building ==<br />
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.<br />
<br />
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.<br />
<br />
Note : Once a project has been generated, you don't need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.<br />
<br />
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the build directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and build directories can be the same, but it's generally recommended to separate them. The standard name for the build directory is "build", which you must create yourself under the top level OpenXcom directory (where the README.md file is).<br />
<br />
<br />
== Generate a build project ==<br />
<br />
'''Using CMake GUI tool'''<br />
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.<br />
*Then specify where the OpenXcom project should be generated (e.g. the "build" directory that you created).<br />
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.<br />
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.<br />
<br />
'''Using CMake interactive command line tools'''<br />
<br />
ccmake is a command line tool which allows you to configure the build interactively. You can launch it with:<br />
cd "openxcom build dir" &&<br />
ccmake -G 'Generator name' "path to openxcom source tree"<br />
Generator name, is the name of the build system you wish to use. You can see possible values with:<br />
cmake help<br />
If omitted, cmake will default to 'Unix Makefile'. Note that this needed only the first time you generate the project.<br />
<br />
As with the GUI, tweak the options as needed and then configure the project before generating it.<br />
<br />
<br />
'''Using CMake command line tools'''<br />
cd "openxcom build dir" &&<br />
cmake -G 'Generator name' -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
You can check options value with:<br />
cmake -L<br />
To change the value of an option:<br />
cmake -DOPTION_NAME=OPTION_VALUE "path to openxcom source tree"<br />
<br />
Once the project is generated, you can use it as you would have done without using CMake.<br />
<br />
<br />
'''End-to-end example'''<br />
<br />
This will get you up and running from scratch to a fully functional installation. This example is written with Linux users in mind, but can be adapted easily for Windows or OSX. It assumes that you do not have OpenXcom installed in system directories (e.g. /usr/share/openxcom). If you do have a system-level OpenXcom installed, copy the /usr/share/openxcom/data directory to your OpenXcom source checkout directory (see below) and uninstall OpenXcom from your system. Otherwise, it will interact in unfriendly ways with the nightly build you are creating and running here.<br />
<br />
git clone git@github.com:SupSuper/OpenXcom.git openxcom<br />
{copy XCOM1 assets into openxcom/bin/data}<br />
mkdir openxcom/build<br />
cd openxcom/build<br />
cmake ..<br />
ccmake ..<br />
{set CMAKE_BUILD_TYPE to Release (or Debug if you want useful stack traces)}<br />
{set CMAKE_INSTALL_PREFIX to /home/yourusername/bin/OpenXcom (or whatever)}<br />
{configure, generate, and exit}<br />
make -j3<br />
make install<br />
<br />
Then create an executable shell script in your $HOME/bin directory (ensure it is in your PATH) named openxcom with the contents:<br />
#!/bin/sh<br />
"$HOME/bin/OpenXcom/bin/openxcom" -data "$HOME/bin/OpenXcom/share/openxcom/data"<br />
<br />
now just run<br />
openxcom<br />
to play : )<br />
<br />
[[Category:OpenXcom]]</div>Myk002