Difference between revisions of "Ruleset Reference OXCE+ (OpenXcom)"

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A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to OXCE+. This page should be updated as new versions become available in order to explain the additions to the [[Ruleset Reference (OpenXcom)|Ruleset Reference]].
+
#REDIRECT [[Ruleset Reference Nightly (OpenXcom)]]
 
 
Some guidelines:
 
* If a value is omitted from the ruleset, the default is used. You cannot omit ''required'' values.
 
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]
 
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.
 
* Boolean (yes/no) values are represented by true/false.
 
* World coordinates are represented in degrees (see [[WORLD.DAT]]).
 
* Money amounts (prices, costs, etc.) are represented in dollars.
 
* All file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.
 
 
 
Items are ordered as they come in the ruleset. To override this, you can specify a ''listOrder''. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].
 
 
 
=== Crafts ===
 
 
 
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in ''"crafts:"''.
 
 
 
{| class="wikitable" width="100%"
 
! width="150"| Value
 
! width="*"  | Description
 
! width="80" | Default
 
|-
 
| '''sightRange'''
 
| ???
 
|
 
|-
 
| '''allowAlienBaseDetection'''
 
| Determines whether this craft can detect alien bases on Geoscape
 
| true
 
|-
 
| '''weapons'''
 
| Determines the number of craft weapons that this craft can carry (up to 4)
 
| 2
 
|-
 
| '''weaponsType'''
 
| Definition of allowed weapon types in craft. Max 4 different types per slot:
 
* - 0              #slot 1 accepts weapons with type 0. This is default.
 
* - 0              #slot 2 accepts weapons with type 0.
 
* - [0, 4, 13]      #slot 3 accepts weapons with type 0, 4 and 13.
 
* - 1              #slot 4 accepts weapons with type 1.
 
|
 
|-
 
| '''weaponStrings'''
 
| #string ID used by Geoscape craft status:
 
*      - STR_WEAPON_ONE
 
*    - STR_WEAPON_TWO
 
*    - STR_WEAPON_THREE
 
*    - STR_WEAPON_FOURTH
 
|
 
|-
 
| '''hitBonus'''
 
| Bonus percentage given by this craft to all weapons hit chance. Range [0, 100].
 
| 0
 
|-
 
| '''avoidBonus'''
 
| Bonus percentage to craft dodge chance. Range [0, 100].
 
| 0
 
|-
 
| '''powerBonus'''
 
| Bonus percentage to all weapons damage. Range [0, 100].
 
| 0
 
|-
 
| '''armor'''
 
| Amount of blocked damage per hit.
 
| 0
 
|-
 
|}
 
 
 
=== Craft Weapons ===
 
 
 
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in ''"craftWeapons:"''.
 
 
 
{| class="wikitable" width="100%"
 
! width="150"| Value
 
! width="*"  | Description
 
! width="80" | Default
 
|-
 
| '''weaponType'''
 
| ???
 
| 0
 
|-
 
| '''stats'''
 
| Adds the following values to the craft's stats:
 
* fuelMax: 0    #additive bonus to craft stats.
 
* damageMax: 0  #additive bonus to craft stats.
 
* speedMax: 0    #additive bonus to craft stats.
 
* accel: 0      #additive bonus to craft stats.
 
* radarRange: 0  #additive bonus to craft stats.
 
* radarChance: 0 #additive bonus to craft stats.
 
* sightRange: 0  #additive bonus to craft stats.
 
* hitBonus: 0    #bonus percentage to all weapons hit chance. Range [0, 100].
 
* avoidBonus: 0  #bonus percentage to craft dodge chance. Range [0, 100].
 
* powerBonus: 0  #bonus percentage to all weapons damage. Range [0, 100].
 
* armor: 0      #amount of blocked damage per hit.
 
|
 
|}
 
 
 
 
 
 
 
=== UFOs ===
 
 
 
Defines one of the [[UFOs]] that invade Earth, listed in ''"ufos:"''.
 
 
 
{| class="wikitable" width="100%"
 
! width="150"| Value
 
! width="*"  | Description
 
! width="80" | Default
 
|-
 
| '''hunterKillerPercentage'''
 
| 100 = always created as HK (hunts XCom craft)
 
| 0
 
|-
 
| '''huntMode'''
 
| 0 (default) = prefer interceptors, 1 = prefer transports, 2 = random (generated at spawn)
 
| 0
 
|-
 
| '''huntSpeed'''
 
| 0 = mantain current speed, 100 = max speed, 100+ = also possible
 
| -
 
|-
 
| '''huntBehavior'''
 
| Only applies to HKs, not to normal UFOs (see notes at end for more details)
 
| 2
 
|-
 
| '''hitBonus'''
 
| Bonus percentage to all weapons hit chance. Range [0, 100]
 
| 0
 
|-
 
| '''avoidBonus'''
 
| Bonus percentage to UFO dodge chance. Range [0, 100]
 
| 0
 
|-
 
| '''powerBonus'''
 
| Bonus percentage to all weapons damage. Range [0, 100]
 
| 0
 
|-
 
| '''armor'''
 
| Amount of blocked damage per hit.
 
| 0
 
|-
 
| '''craftCustomDeploy'''
 
| Override craft default weapon deploy. Example: STR_BATTLESHIP_1
 
|
 
|-
 
| '''missionCustomDeploy'''
 
| Override mission default weapon deploy. Example: STR_TERROR_MISSION_2
 
|
 
|-
 
| '''raceBonus'''
 
| Bonus stats per race:
 
* STR_SECTOID: #name of race that bonus apply
 
** damageMax: 0  #additive bonus to craft stats
 
** speedMax: 0  #additive bonus to craft stats
 
** accel: 0      #additive bonus to craft stats
 
** sightRange: 0 #additive bonus to craft stats
 
** hitBonus: 0  #bonus percentage to all weapon hit chance. Range [0, 100]
 
** avoidBonus: 0 #bonus percentage to craft avoid chance. Range [0, 100]
 
** powerBonus: 0 #bonus percentage to all weapon damage. Range [0, 100]
 
** armor: 0      #amount of blocked damage per hit
 
** craftCustomDeploy: STR_BATTLESHIP_3 #override craft default weapon deploy
 
** missionCustomDeploy: STR_TERROR_MISSION_2 #override mission default weapon deploy
 
|
 
|}
 
 
 
'''huntMode'''
 
 
 
When hunting interceptors:
 
* allowLanding: false is preferred
 
* craft without soldiers is preferred
 
* the less pilots onboard, the more attractive
 
* the less damaged craft, the more attractive (just to allow damaged craft to escape easier when fighting more HKs)
 
 
 
When hunting transports:
 
* allowLanding: true is preferred
 
* the more soldiers onboard, the more attractive
 
 
 
'''huntBehavior'''
 
* 0 = flee if losing (i.e. if ufo damage is more than 33% (=effective 66%) and craft damage is less than 50%)
 
* 1 = never flee, when damage reaches 50% (=effective 100%), self-destruct instead of crashing
 
* 2 = (default) randomly choose 0 or 1 at spawn
 
 
 
If huntBehaviour is used instead on alienMissions, ufo waves section:
 
* -1 = (default) use UFO's setting
 
* 0,1,2 = override UFOs setting with this new setting
 
 
 
[[Category:OpenXcom]]
 

Latest revision as of 23:41, 30 December 2018