Difference between revisions of "Rulesets (OpenXcom)"

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Revision as of 03:33, 6 September 2013

In OpenXcom a ruleset is an easy to edit text file that contains settings (rules) that describe almost everything about how the game operates. Here are just some of the things that are in the ruleset:

  • The costs, stats and characteristics of all items, units, facilities, X-COM craft and UFOs
  • Dependencies and costs for research, manufacture and UFOpedia
  • Your starting base
  • The costs of personnel and transfer time.
  • The stats of the funding countries and regions of the world.

You can find the rulesets in your Data\Ruleset folder.

Editing Rulesets (YAML)

Notepad++ Settings for editing OpenXcom YAML files

OpenXcom exposes its inner workings to users and modders in the form of YAML text files. Although YAML can be edited with any text editor, such as Notepad, it is much easier to use a dedicated YAML editor. YAML has a special syntax so any incorrect whitespace or character can cause an error, but it's a simple human-readable format so you should be able to figure it out by looking at the existing rulesets.

Notepad++

You can open any rulesets (or savegame files) in Notepad++ and select Language>YAML. This will help you keep the proper tabbing structure and also allow you to collapse large regions. You can set Notepad++ to recognize *.rul, *.sav and *.cfg files as YAML file extensions under preferences so that you don't have to set the language every time you edit one of OpenXcom's files.

Can't Notepad++?

Alternatively you could conjure up a Google search and look for YAML editors that are compatible with your OS. There are YAML plugins for both Visual Studio and Eclipse. Yedit for Eclipse is popular.

  • Note: You should be able to collapse regions in whatever YAML editor you use. If not, you're in for a lot of scrolling as the files are quite large.

Your First Edit (Cheat)

  1. Open the Data\Ruleset\Xcom1Ruleset.rul file in your YAML editor.
  2. Collapse everything (Alt-0 in Notepad++) and then open (uncollapse) the "facilities:" section.
  3. Open "- type: STR_LIVING_QUARTERS"
  4. change "personnel: 50" to "personnel: 500"
  5. Congratulations! You can now have 500 personal per living quarters.

A couple other examples

1. Fusion Ball Launcher balance update: Let's make something other than plasma cannons useful

  • change "craftWeapons:" -> "type: STR_FUSION_BALL_UC>" -> "ammoMax: 2" to "ammoMax: 6"
  • change "craftWeapons:" -> "type: STR_PLASMA_BEAM_UC>" -> "range: 52" to "range: 40" (just inside a terror-ships range)
  • set the range for Laser Cannons to 34 (same as large scout) and set Stingray and avalanche ranges even shorter
Now there's a reason to build Fusion-Ball Launchers - shoot down Battleships and Terrorships, there's also a reason for Plasma Beams - shoot down Supply Ships and Large Scouts without getting hit, and a reason for Laser Cannons - shoot down Harvesters or Abductors safely and shoot down Large Scouts at equal range.


2. Sectopod Buff: It's time to put the fear of Sectopod in those power-suit/hovertank squads that think Ethereal Terrorsites are some kind of joke!

  • "units:" -> "- type: STR_SECTOPOD_TERRORIST" -> "stats:" set TUs to 110, stamina to 125, Firing Accuracy to 100, Psi-Strength to 160 and health to 135.
  • Note the field "armor: SECTOPOD_ARMOR". So close "units:" and open "armors:" -> "type: SECTOPOD_ARMOR"
  • Set rear armor to 130 (a sectopod has a finely armored buttox, thankyou).
  • Open "damageModifier:" (its part of the armor) and find a "- 1.5" and a "- 0.8" just below it. These are the values for how much damage a unit wearing sectopod armor takes from laser(1.5x) and plasma(0.8x). Increase the laser bonus to 1.8 and reduce the plasma further to 0.65 (it's now actually worth it to bring laser weapons just for the sectopods)
  • Close "armors:" and open "items:" -> "type: SECTOPOD_WEAPON" and let's give it a good 145 weapon power. No need to adjust the weapon accuracy since we already increased the stat.
Now you can go back to having nightmares about Sectopods, just like you did when you were a young child who got in trouble for playing X-COM on the family computer after bed-time when you hadn't even done your homework.


3. Early Blaster: The best time to have a Blaster Launcher is in the back of a Skyranger full of rookies.

  • Go to "items:" and pick anything that's purchasable. Copy the line with "costBuy:" and a number. Make sure you copy the tabs before "costBuy:". The best way to do this is to put the cursor at the end of the line above it, shift-down-arrow and shift-end to select the entire line and the line-break characters.
  • Go to "type: STR_BLASTER_LAUNCHER" and add the "costBuy:" line. If the new line your adding doesn't look like the other lines in your YAML editor (like if it's red or black text instead of blue) then it's probably wrong and you probably have incorrect tab or line-break characters in it.
  • Remove the section "required:"
  • Do the last two things for Blaster Bombs as well.
  • Open "startingBase:" -> "lon: 0.0" -> "items:" and replace "STR_CANNON" and "STR_CANNON_ROUNDS_X50" with "STR_BLASTER_BOMB" and "STR_BLASTER_LAUNCHER"
Start a new game, load up blasters on your skyranger, and land by a medium scout. Now hit the side of the medium scout with one shot to make a hole, hit that silly glowy thing in the middle with the second shot. Voilà, that rookie killing death-trap is now just like a crash-site, except with even less live aliens inside.

Modular Rulesets

External Links

Reference

A reference of all the customizable values of everything in a ruleset. 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.

Countries

Defines one of the funding nations, listed in "countries:". They're used for activity graphs and player scoring.

Value Description Default
type String ID of the country name. required
fundingBase Country's base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding. 0
fundingCap Country's funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding. 0
labelLon

labelLat

Longitude and latitude coordinates of the country's label on the globe. This label is only shown when the globe is zoomed in and "detail" is turned on. 0.0

0.0

areas A list of "square areas" 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. -

Regions

Defines one of the world regions, listed in "regions:". They're used for base placement, activity graphs and mission spawning.

Value Description Default
type String ID of the region name. required
cost Amount of money spent building an X-COM base in this region (first base is free). 0
areas A list of "square areas" on the globe defined as [lon1, lat1, lon2, lat2]. Any activity within these areas counts towards the region's graph activity. -
cities A list of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their lon and lat coordinates and a name string ID. -
regionWeight Weight of this region when selecting regions for alien missions. 0
missionWeights Weighted list of the different mission types for this region (eg. STR_ALIEN_RESEARCH: 14). -
missionZones List of square areas ([lon1, lat1, lon2, lat2]) defining the mission zones for this region. -
missionRegion Spawn mission in this region instead (used for regions without land). -

Base Facilities

Defines one of the facilities that can be built in an X-COM base.

Value Description Default
type String ID of the facility name. required
requires List of topics (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start. -
spriteShape Sprite ID from BASEBITS.PCK used to draw the facility's outer shape in the Basescape and UFOpaedia. -1
spriteFacility Sprite ID from BASEBITS.PCK used to draw the facility's contents in the Basescape and UFOpaedia. Drawn on top of spriteShape. -1
lift Is this facility an Access Lift? All base facilities must be connected to the lift. false
hyper Is this facility a Hyperwave Decoder? Displays extra information for detected UFOs. Only valid for radar facilities. false
mind Is this facility a Mind Shield? Reduces the chance of UFOs finding your base. Does not stack. false
grav Is this facility a Grav Shield? Doubles the power of your base defenses. Does not stack. false
size Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for spriteShape and 4 sprites for spriteFacility (top-left, top-right, bottom-left, bottom-right). 1
buildCost Amount of money spent to build this facility in the base. 0
buildTime Amount of days it takes for this facility to be built. 0
monthlyCost Amount of money spent monthly for the maintenance of this facility. 0
storage Amount of storage space (for items) this facility provides. See Base Stores. 0
personnel Amount of personnel (soldiers, scientsts, engineers) these quarters can contain. 0
aliens Amount of live aliens this facility can contain. Only checked if the alienContainmentLimitEnforced option is enabled. 0
crafts Amount of X-COM craft this facility can contain. 0
labs Amount of lab space this facility provides for research projects. 0
workshops Amount of workshop space this facility provides for manufacture projects. 0
psiLabs Amount of soldier space this facility provides for psionic training. 0
radarRange Maximum radar detection range of this facility, in nautical miles. 0
radarChance Chance (0-100%) of this radar detecting a UFO that enters its range. 0
defense Offensive power provided by this base defense against attacking UFOs. 0
hitRatio Chance (0-100) of the base defense hitting an attacking UFO. 0
fireSound Sound ID (from SAMPLE.CAT) played when the base defense fires. -1
hitSound Sound ID (from SAMPLE.CAT) played when the base defense hits a target. -1
mapName Map associated to this facility in Battlescape base defenses.

Crafts

Defines one of the X-COM crafts that go on interception missions.

Value Description Default
type String ID of the craft name. required
requires List of topics (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start. -
sprite Sprite ID from BASEBITS.PCK used to draw the craft in the Basescape and from INTICON.PCK used to draw the craft in dogfights. -1
fuelMax Maximum amount of fuel the craft can carry. Crafts use up fuel based on their speed while travelling. 0
damageMax Maximum amount of damage the craft can take. If this amount is exceeded, the craft is destroyed. 0
speedMax Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling. 0
accel Aceeleration value shown in the UFOpaedia. 0
weapons Amount of craft weapons the craft can equip. The UI can only display a max of 2 weapons. 0
soldiers Amount of soldiers the craft can carry. 0
vehicles Amount of vehicles the craft can carry. 0
costBuy Amount of money spent for purchasing the craft. If set to 0, the craft cannot be purchased. 0
costRent Monthly cost for renting the craft. If set to 0, the craft is not on rental. 0
costSell Amount of money gained for selling the craft. 0
refuelItem Item required for refuelling the craft. If no item is specified, the craft uses human fuel. 0
repairRate Amount of damage restored every hour while Repairing in base. 1
refuelRate Amount of fuel restored every 30 mins while Refueling in base. If specified, a refuelItem is spent each time. 1
radarRange Detection range of the craft's radar in nautical miles. Every craft radar has a 100% detection chance. 600
transferTime Number of days it takes to purchase/transfer the craft to a base. 0
score Score lost when this craft is destroyed. 0
spacecraft Can this craft go to Cydonia? false

Craft Weapons

Value Description Default
type String ID of the region name. required

Items

Value Description Default
type String ID of the region name. required

UFOs

Value Description Default
type String ID of the region name. required

Inventory Slots

Value Description Default
type String ID of the region name. required

Terrains

Value Description Default
type String ID of the region name. required

Armor

Value Description Default
type String ID of the region name. required

Soldiers (X-COM Units)

Value Description Default
type String ID of the region name. required

Enemy / Neutral Units

Value Description Default
type String ID of the region name. required

Alien Races

Value Description Default
type String ID of the region name. required

Alien Deployments

Value Description Default
type String ID of the region name. required

Research

Value Description Default
type String ID of the region name. required

Manufacture

Value Description Default
type String ID of the region name. required

UFOpaedia Entry

Value Description Default
type String ID of the region name. required

UFO Trajectories

Value Description Default
type String ID of the region name. required

Alien Missions

Value Description Default
type String ID of the region name. required

Alien Item Levels

Value Description Default
type String ID of the region name. required