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	<updated>2026-05-01T08:14:17Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=User:Kkmic&amp;diff=89048</id>
		<title>User:Kkmic</title>
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		<updated>2019-03-20T07:27:59Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Created page with &amp;quot;Huh... nothing here at the moment, sorry about that. I&amp;#039;ll fill it up when I&amp;#039;ll have the time.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Huh... nothing here at the moment, sorry about that. I&#039;ll fill it up when I&#039;ll have the time.&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=69292</id>
		<title>Info (XCOM2)</title>
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		<updated>2015-11-23T13:32:06Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Aliens/Enemies */ added missing brackets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Stun Lancers&#039;&#039;&#039; - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {{Verify}} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Archons&#039;&#039;&#039; - modified [[Floater (EU2012)|Floaters]] which looks like angels.&lt;br /&gt;
** &#039;&#039;Blazing Pinions&#039;&#039; - AoE attack like &#039;&#039;Cluster Bomb&#039;&#039; of [[Sectopod (EU2012)|Sectopod]].&lt;br /&gt;
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]&lt;br /&gt;
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=68154</id>
		<title>Compiling with Autotools (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=68154"/>
		<updated>2015-11-03T12:06:07Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Removed dependencies and source update intructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required packages ==&lt;br /&gt;
In order to compile OpenXcom you need to install additional [[Compiling (OpenXcom)#Dependencies|dependencies]].&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them with your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git clone https://github.com/SupSuper/OpenXcom.git&lt;br /&gt;
cd OpenXcom&lt;br /&gt;
./autogen.sh (optional)&lt;br /&gt;
./configure&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After last command and, hopefully, success compilation openxcom binary will be placed in bin folder. Enter to that directory and launch it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd bin&lt;br /&gt;
./openxcom&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you done. Enjoy your invasion!&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=68153</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=68153"/>
		<updated>2015-11-03T12:02:22Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Added Linux dependencies packages - taken from the Compiling with Autotools page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;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&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [https://github.com/jbeder/yaml-cpp yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 does &#039;&#039;not&#039;&#039; work, use latest git HEAD if you want newer version)&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All operating systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
=== Installing Dependencies ===&lt;br /&gt;
&lt;br /&gt;
On Debian and Debian-derived distributions, such as Ubuntu, all build dependencies can be installed with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
apt-get install --no-install-recommends \&lt;br /&gt;
    build-essential libboost-dev libsdl1.2-dev libsdl-mixer1.2-dev \&lt;br /&gt;
    libsdl-image1.2-dev libsdl-gfx1.2-dev libyaml-cpp-dev xmlto&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;--no-install-recommends&amp;lt;/code&amp;gt; prevents &amp;lt;code&amp;gt;xmlto&amp;lt;/code&amp;gt; from pulling along a gigabyte of unnecessary LaTeX packages.&lt;br /&gt;
&lt;br /&gt;
=== Build Instructions ===&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=63940</id>
		<title>Ruleset Reference Nightly (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=63940"/>
		<updated>2015-04-10T06:41:32Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Music */ changed link to wiki internal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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]]. &lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe ===&lt;br /&gt;
&lt;br /&gt;
Defines the drawing of landmasses and borders on the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polygons&#039;&#039;&#039;&lt;br /&gt;
| 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. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polylines&#039;&#039;&#039;&lt;br /&gt;
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting (default value is 3) which determines the appearance of its name label according to the specified zoom level. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities. If &amp;quot;true&amp;quot;, the radar detection chance will be set to 100% regardless of &#039;&#039;&#039;radarChance&#039;&#039;&#039; value.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
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&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| List (or single number) of groups this mapblock belongs to (used in mapscripts)&lt;br /&gt;
default usage:&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)&lt;br /&gt;
* 2 - E-W Road (for city maps) (used in addline command)&lt;br /&gt;
* 3 - N-S Road (for city maps) (used in addline command)&lt;br /&gt;
* 4 - Road Crossing (for city maps) (used in addline command)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;revealedFloors&#039;&#039;&#039;&lt;br /&gt;
| Map block floor to be revealed from the very beginning; use a list &amp;quot;[0, 1, ..]&amp;quot; to reveal multiple floors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| An array of items to add to this mapblock, an the positions to place them at.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* 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. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads).&lt;br /&gt;
&lt;br /&gt;
=== Map Scripts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| name of the script&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;commands&#039;&#039;&#039;&lt;br /&gt;
| List of MapCommands&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Currently these commands are implemented:&lt;br /&gt;
* addBlock&lt;br /&gt;
* addLine&lt;br /&gt;
* addCraft&lt;br /&gt;
* addUFO&lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&lt;br /&gt;
depending on the command type some of the following parameters are needed&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;label&#039;&#039;&#039;&lt;br /&gt;
| A numeric label that can be used for conditional execution of commands.&lt;br /&gt;
Each label should be unique within the command list (0=default no need for uniqueness).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;conditionals&#039;&#039;&#039;&lt;br /&gt;
| Defines the conditions that allows the execution of this command.&lt;br /&gt;
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
commands that are not yet executed are always in failed state.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionChances&#039;&#039;&#039;&lt;br /&gt;
| the chance that this command will be executed (or fails)&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executions&#039;&#039;&#039;&lt;br /&gt;
| this command will be executed multiple times with a value &amp;gt; 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| Defines the what mapblock are used within this command. Can be list of goups or a single number.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blocks&#039;&#039;&#039;&lt;br /&gt;
| Alternative to groups. Here we define a list of mapblocks that are used within this command.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rects&#039;&#039;&#039;&lt;br /&gt;
| A list of possible ranges where (random) placement/checks/removal can happen in a map.&lt;br /&gt;
Is a list of a list of four integers.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;freqs&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxUses&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;direction&#039;&#039;&#039;&lt;br /&gt;
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tunnelData&#039;&#039;&#039;&lt;br /&gt;
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* The Mapscript is still somewhat in development&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceGroup&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for face pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 160&lt;br /&gt;
  - 160&lt;br /&gt;
  - 163&lt;br /&gt;
  - 163&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairGroup&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for hair pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 144&lt;br /&gt;
  - 144&lt;br /&gt;
  - 164&lt;br /&gt;
  - 164&lt;br /&gt;
  - 245&lt;br /&gt;
  - 245&lt;br /&gt;
  - 166&lt;br /&gt;
  - 166&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileGroup&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankGroup&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. For solders 6 values ordered by:&lt;br /&gt;
* STR_ROOKIE&lt;br /&gt;
* STR_SQUADDIE&lt;br /&gt;
* STR_SERGEANT&lt;br /&gt;
* STR_CAPTAIN&lt;br /&gt;
* STR_COLONEL&lt;br /&gt;
* STR_COMMANDER&lt;br /&gt;
For aliens 7 values ordered by (alien unit rank property):&lt;br /&gt;
* STR_LIVE_SOLDIER&lt;br /&gt;
* STR_LIVE_ENGINEER&lt;br /&gt;
* STR_LIVE_MEDIC&lt;br /&gt;
* STR_LIVE_NAVIGATOR&lt;br /&gt;
* STR_LIVE_LEADER&lt;br /&gt;
* STR_LIVE_COMMANDER&lt;br /&gt;
* STR_LIVE_TERRORIST&lt;br /&gt;
Civilians uses random position form 8 element table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
* 11 = [[Submersible Weapons Systems]]&lt;br /&gt;
* 12 = [[Hallucinoid]]&lt;br /&gt;
* 13 = [[Aquanauts]]&lt;br /&gt;
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]&lt;br /&gt;
* 15 = [[Aquatoid]]&lt;br /&gt;
* 16 = [[Bio-Drone]]&lt;br /&gt;
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]&lt;br /&gt;
* 18 = TFTD Civilians type B&lt;br /&gt;
* 19 = [[Tentaculat]]&lt;br /&gt;
* 20 = [[Triscene]]&lt;br /&gt;
* 21 = [[Xarquid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
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]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;forcedTorso&#039;&#039;&#039;&lt;br /&gt;
| 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 &lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;femaleFrequency&#039;&#039;&#039;&lt;br /&gt;
| The probability that a female soldier is hired.&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;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.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Silacoid|Burns Floor]]&lt;br /&gt;
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;female&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a female? (used for TFTD civilian types)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| Sets the race to use in the next stage.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;extraQty&#039;&#039;&#039;&lt;br /&gt;
| functionally identical to dQty, spawns a random number of additional aliens.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| 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 &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; 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). &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
* 10 = [[TFTD]]&lt;br /&gt;
* 11 = TFTD [[Subs]]&lt;br /&gt;
* 12 = TFTD [[Sub_Armaments]]&lt;br /&gt;
* 13 = TFTD [[Submersible_Weapons_Systems]]&lt;br /&gt;
* 14 = TFTD [[Equipment_(TFTD)]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base_Facilities_(TFTD)]]&lt;br /&gt;
* 17 = TFTD [[Alien_Subs]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
Custom music options can be defined in the Music.rul file.  More details [[Audio Options (OpenXcom)#Custom Music|here]].&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== Interfaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;elements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;color&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| 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)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=62919</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=62919"/>
		<updated>2015-02-06T12:00:07Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* AI Units (Aliens/Civilians) */ Added specab 1 requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]] for the current stable version (1.0) of OpenXcom. For the current nightly versions (with the advanced features currently in development) check [[Ruleset Reference Nightly (OpenXcom)|Ruleset Reference Nightly]].&lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
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&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one type 1 map block. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require at least 1 map block of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads) and the corresponding &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039; added to the ruleset. &lt;br /&gt;
* If there isn&#039;t any map blocks designed as roads since you want to keep your terrain &#039;random&#039;, this can be circumvented by designating all 10x10 map blocks, excluding the one(s) used for the XCOM craft, as either &#039;&#039;&#039;Type&#039;&#039;&#039; 2, 3 and 4 and by defining their &#039;&#039;&#039;subType&#039;&#039;&#039; to 0. The game will then randomly choose between the map blocks for each type used in the roads, making them map more random.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
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]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;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.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| 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 &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Only applies to living aliens.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| 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)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=62918</id>
		<title>Ruleset Reference Nightly (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=62918"/>
		<updated>2015-02-06T12:00:00Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* AI Units (Aliens/Civilians) */ Added specab 1 requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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]]. &lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe ===&lt;br /&gt;
&lt;br /&gt;
Defines the drawing of landmasses and borders on the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polygons&#039;&#039;&#039;&lt;br /&gt;
| 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. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polylines&#039;&#039;&#039;&lt;br /&gt;
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting (default value is 3) which determines the appearance of its name label according to the specified zoom level. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
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&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| List (or single number) of groups this mapblock belongs to (used in mapscripts)&lt;br /&gt;
default usage:&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)&lt;br /&gt;
* 2 - E-W Road (for city maps) (used in addline command)&lt;br /&gt;
* 3 - N-S Road (for city maps) (used in addline command)&lt;br /&gt;
* 4 - Road Crossing (for city maps) (used in addline command)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| An array of items to add to this mapblock, an the positions to place them at.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* 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. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads).&lt;br /&gt;
&lt;br /&gt;
=== Map Scripts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| name of the script&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;commands&#039;&#039;&#039;&lt;br /&gt;
| List of MapCommands&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Currently these commands are implemented:&lt;br /&gt;
* addBlock&lt;br /&gt;
* addLine&lt;br /&gt;
* addCraft&lt;br /&gt;
* addUFO&lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&lt;br /&gt;
depending on the command type some of the following parameters are needed&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;label&#039;&#039;&#039;&lt;br /&gt;
| A numeric label that can be used for conditional execution of commands.&lt;br /&gt;
Each label should be unique within the command list (0=default no need for uniqueness).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;conditionals&#039;&#039;&#039;&lt;br /&gt;
| Defines the conditions that allows the execution of this command.&lt;br /&gt;
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
commands that are not yet executed are always in failed state.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionChances&#039;&#039;&#039;&lt;br /&gt;
| the chance that this command will be executed (or fails)&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executions&#039;&#039;&#039;&lt;br /&gt;
| this command will be executed multiple times with a value &amp;gt; 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| Defines the what mapblock are used within this command. Can be list of goups or a single number.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blocks&#039;&#039;&#039;&lt;br /&gt;
| Alternative to groups. Here we define a list of mapblocks that are used within this command.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rects&#039;&#039;&#039;&lt;br /&gt;
| A list of possible ranges where (random) placement/checks/removal can happen in a map.&lt;br /&gt;
Is a list of a list of four integers.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;freqs&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxUses&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;direction&#039;&#039;&#039;&lt;br /&gt;
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tunnelData&#039;&#039;&#039;&lt;br /&gt;
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* The Mapscript is still somewhat in development&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
* 11 = [[Submersible Weapons Systems]]&lt;br /&gt;
* 12 = [[Hallucinoid]]&lt;br /&gt;
* 13 = [[Aquanauts]]&lt;br /&gt;
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]&lt;br /&gt;
* 15 = [[Aquatoid]]&lt;br /&gt;
* 16 = [[Bio-Drone]]&lt;br /&gt;
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]&lt;br /&gt;
* 18 = TFTD Civilians type B&lt;br /&gt;
* 19 = [[Tentaculat]]&lt;br /&gt;
* 20 = [[Triscene]]&lt;br /&gt;
* 21 = [[Xarquid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
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]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;forcedTorso&#039;&#039;&#039;&lt;br /&gt;
| 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 &lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;femaleFrequency&#039;&#039;&#039;&lt;br /&gt;
| The probability that a female soldier is hired.&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;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.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Silacoid|Burns Floor]]&lt;br /&gt;
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;female&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a female? (used for TFTD civilian types)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| Sets the race to use in the next stage.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;extraQty&#039;&#039;&#039;&lt;br /&gt;
| functionally identical to dQty, spawns a random number of additional aliens.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| 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 &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; 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). &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
* 10 = [[TFTD]]&lt;br /&gt;
* 11 = TFTD [[Subs]]&lt;br /&gt;
* 12 = TFTD [[Sub_Armaments]]&lt;br /&gt;
* 13 = TFTD [[Submersible_Weapons_Systems]]&lt;br /&gt;
* 14 = TFTD [[Equipment_(TFTD)]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base_Facilities_(TFTD)]]&lt;br /&gt;
* 17 = TFTD [[Alien_Subs]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== Interfaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;elements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;color&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| 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)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=62916</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=62916"/>
		<updated>2015-02-04T09:51:52Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Dependencies */ Commented out Boost as it is actually a YAML dependency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;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&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], (libyaml-cpp), version 0.5 or later&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=62843</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=62843"/>
		<updated>2015-01-29T13:32:01Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Dependencies */  added boost dependency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;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&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], (libyaml-cpp), version 0.5 or later&lt;br /&gt;
* [http://www.boost.org/ Boost], (boost)&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom)&amp;diff=62349</id>
		<title>Differences to X-COM (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom)&amp;diff=62349"/>
		<updated>2014-12-11T16:33:06Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Geoscape */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom is modelled after the original [[X-COM]] and enhances the game experience dramatically. Many features were inspired by [[UFO Extender]] and [[XcomUtil]] while others are original.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* None of [[Known Bugs|these bugs or limits]].&lt;br /&gt;
* Cross-platform.&lt;br /&gt;
* Mouse wheel support.&lt;br /&gt;
* Caret for text editing.&lt;br /&gt;
* No CPU-based speed (animations play at a constant speed regardless of the computer).&lt;br /&gt;
* Mouse input works like modern systems.&lt;br /&gt;
* Human-readable savegame format.&lt;br /&gt;
* Quicksave/Quickload feature.&lt;br /&gt;
* Autosaves and Ironman mode.&lt;br /&gt;
* No savegame limit.&lt;br /&gt;
* Painless customizability with modular rulesets in human-readable format.&lt;br /&gt;
* Full Unicode support.&lt;br /&gt;
* Localized in many more languages.&lt;br /&gt;
* Take screenshots in-game.&lt;br /&gt;
* Standalone &amp;quot;Skirmish&amp;quot; style custom Battlescape mission generator.&lt;br /&gt;
* Customizable keyboard shortcuts.&lt;br /&gt;
* Native support for in-game music in many different file formats (including OGG, MP3, etc.)&lt;br /&gt;
* Customizable display and audio options.&lt;br /&gt;
* A built-in and extendable selection of optional display filters.&lt;br /&gt;
* Various gameplay options, including [[XcomUtil]] and [[UFO Extender]] features.&lt;br /&gt;
* Corrected erroneous text and descriptions.&lt;br /&gt;
* Various UI and quality-of-life enhancements like sliders, scrollbars, etc.&lt;br /&gt;
* Melee stat shown in the unit stat page.&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Since there&#039;s no 80 item limit, items in crafts count towards your [[Base Stores]] to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.&lt;br /&gt;
* Each radar facility contributes to the detection check, so having multiple [[Small Radar System]]s and/or [[Large Radar System]]s &#039;&#039;does&#039;&#039; improve your chances. The [[Hyperwave Decoder]] still makes all other facilities obsolete though since it has a 100% detection chance.&lt;br /&gt;
* The aircraft phase order when returning to base is: [[Repairs|Repairing]], [[Rearming]], [[Refueling]].&lt;br /&gt;
* Purchase/Recruit screens have a column for current storage.&lt;br /&gt;
* Aircraft weapons may be unequipped.&lt;br /&gt;
* You should hire personal and rent ships at the beginning of a month rather than at the end, because in OpenXcom you pay a salary for those who are in transit, and this includes the ones that you just hired.&lt;br /&gt;
* Can cancel out of selecting armor for soldiers.&lt;br /&gt;
* Selling aircraft automatically unequips all their contents.&lt;br /&gt;
* No gap in Australasia zone.&lt;br /&gt;
* Soldiers can be reordered in aircraft.&lt;br /&gt;
* Soldier equipment is saved for each soldier and restored as possible before mission.&lt;br /&gt;
* Aircraft can be renamed.&lt;br /&gt;
* Globe can show radar coverage and flight paths.&lt;br /&gt;
* Potential radar coverage will be displayed when placing a new base.&lt;br /&gt;
* Aircraft will use proper great circle calculations when travelling so they&#039;ll always take the shortest path along the globe.&lt;br /&gt;
* Aircraft have better fuel calculation so they will always travel the maximum their fuel supply will allow.&lt;br /&gt;
* Night/Day line is dithered slightly.&lt;br /&gt;
* UFOPaedia articles regarding Aircraft weapons have flavour text (unused strings that existed in the original were implemented).&lt;br /&gt;
* Manufactured items can be automatically sold directly, bypassing the stores.&lt;br /&gt;
* Can set manufacture to produce infinite items.&lt;br /&gt;
* Can jump to a craft from the Intercept screen.&lt;br /&gt;
* Can jump to a base from a &amp;quot;X complete&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
* Objects, fire and smoke keeps animating while walking or scrolling the screen.&lt;br /&gt;
* Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult.&lt;br /&gt;
* AI of aliens is more cunning - Impossible to 100% exactly mimic original AI.&lt;br /&gt;
* Waypoint-based projectiles have no upward limit on the number of waypoints they may use.&lt;br /&gt;
* The inventories of mind controlled, non-terrorist aliens may be accessed.&lt;br /&gt;
* Can use special abilities of mind-controlled aliens.&lt;br /&gt;
* The limit on units has been removed, allowing 23 or more soldiers to assault alien bases.&lt;br /&gt;
* Unit spawning function has been improved - no more large units stuck in walls.&lt;br /&gt;
* Units holding two single-handed weapons will have the fact represented on their sprite.&lt;br /&gt;
* Soldier sprites will have their hair and skin recolored to represent their race.&lt;br /&gt;
* Can cancel out enemy&#039;s mind-control with your own.&lt;br /&gt;
* &amp;quot;Not enough equipment&amp;quot; screen shows items missing.&lt;br /&gt;
* At the end of the mission, ammo from clips is totalled, so you only lose enough clips to match the total ammo used (as opposed to losing any used clip).&lt;br /&gt;
* Soldier equipment loadouts are automatically saved.&lt;br /&gt;
* Soldier rank and stats accessible from inventory.&lt;br /&gt;
* Can load game from Battlescape.&lt;br /&gt;
* Right-click opens doors.&lt;br /&gt;
* Right-click will cancel a unit&#039;s movement, and will cause projectiles to &amp;quot;skip&amp;quot; their flight paths, instantly hitting their target.&lt;br /&gt;
* Possibility to use &amp;quot;force fire&amp;quot; when no line of sight is available. (CTRL + Left Mouse Button for firing)&lt;br /&gt;
* Tooltips on Battlescape buttons.&lt;br /&gt;
* Melee stat is used for melee attacks, except for Stun Rods.&lt;br /&gt;
&lt;br /&gt;
== Optional features ==&lt;br /&gt;
While the above differences are hardcoded, there are also various new &amp;quot;non-vanilla&amp;quot; features you can choose to enable, such as gameplay features and keyboard shortcuts. See the [[Options (OpenXcom)|Options]] section for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59916</id>
		<title>MCDEdit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59916"/>
		<updated>2014-10-10T10:14:41Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* Technical */  updated wine link to point to the Wine homepage instead of it&amp;#039;s Wikipedia page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Disclamer: This page is dedicated not to the great old [http://www.strategycore.co.uk/files/mcdedit/ MCDView (MCDEdit) tool by Koralt] ([http://openxcommods.weebly.com/mcdedit.html manual]), but for another one, written by [[User:Volutar|Volutar]] for [[OpenXcom]], though still suitable for xcom1/2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= MCD Edit tool =&lt;br /&gt;
The application title bar shows which file is opened, whether it is vanilla or custom, and in custom mode, the path to the file.&lt;br /&gt;
&lt;br /&gt;
Tilesets in xcom1/2 consist of 3 files with the same name and different extensions. [[MCD]] is the main file with values and references to images. [[Image_Formats|PCK+TAB]] are the files of sprite images. The number of tiles in the MCD is not necessary equal to the number of images in the PCKs. If there are animated tiles, the number of PCK entries will be more than number of MCDs. In some tilesets, single PCK images are reused in several MCDs, but with different heights.&lt;br /&gt;
&lt;br /&gt;
== Main screen ==&lt;br /&gt;
[[File:Mcdedit_113.png|400px|thumb|right|Main screen]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039; button opens custom MCD set (tileset automatically fetches all *.mcd files from specified folder) - same as &#039;&#039;File-&amp;gt;Open custom MCD ...&#039;&#039;. If you open an MCD from the vanilla folder (as defined in the config file) - it will switch to vanilla mode.&lt;br /&gt;
* &#039;&#039;&#039;Tileset&#039;&#039;&#039; switches between different MCDs in the folder. Don&#039;t forget to save the current MCD if you don&#039;t want to lose your work (&#039;&#039;File-&amp;gt;Save MCD+PCK+TAB&#039;&#039; or &#039;&#039;File-&amp;gt;Save MCD+PCK+TAB as...&#039;&#039;. The &#039;*&#039; sign indicates it&#039;s a vanilla MCD, and you will not be able to change the number of MCDs in the file, this is in order to prevent breaking the vanilla maps.&lt;br /&gt;
* &#039;&#039;&#039;Checkered&#039;&#039;&#039; button changes the image background from black (or underwater background) to checkered, just to highlight any holes you&#039;ve made. Kinda handy when dealing with dark sprites.&lt;br /&gt;
* &#039;&#039;&#039;UFO/TFTD&#039;&#039;&#039; changes gametype. Vanilla mode will switch between game folders and re-read &#039;&#039;&#039;Tilesets&#039;&#039;&#039;. In &#039;&#039;&#039;custom MCD&#039;&#039;&#039; mode it will simply change associated [[LOFTEMPS|LOFT]] and [[SCANG.DAT|SCANg]] (and will treat tiles as of another game type). It doesn&#039;t affect anything else.&lt;br /&gt;
* &#039;&#039;&#039;Palette&#039;&#039;&#039; dropdown menu changes the current palette. The current palette is displayed at the right top corner. Ambiguous color entries in the palette will be highlighted (different indexes but same RGB) - these colors could cause problems when working with RGB graphics (not indexed). [http://mtpaint.sourceforge.net/ mtPaint] is a recommended free tool to edit paletted png files in indexed mode.&lt;br /&gt;
* &#039;&#039;&#039;Edit PCKs&#039;&#039;&#039; opens [[#PCK_list|PCK list]] window from which you can manipulate with PCKs.&lt;br /&gt;
&lt;br /&gt;
At the top of the main area is the MCD preview/selection line with the bar. Yellow highlighted MCDs are animated. You can use the mouse wheel to scroll this list, and &#039;&#039;cursor key/home/end/pgup/pgdown&#039;&#039; to change the selected MCD. &#039;&#039;&#039;RMB&#039;&#039;&#039; calls the context menu for the clicked MCD (&#039;&#039;Copy MCD / Paste MCD / Insert MCD / Add MCD / Delete MCD / Clear MCD&#039;&#039;) - same as in the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu. If you are not allowed to change the number of MCDs (ie: in vanilla mode) these menu entries will be greyed out.&lt;br /&gt;
&lt;br /&gt;
Below are 16 small images showing the different light levels of the tile (so you can preview how will it look). &#039;&#039;&#039;LMB&#039;&#039;&#039; on these small shaded sprites toggles animation mode (off by default).&lt;br /&gt;
&lt;br /&gt;
Slightly lower is the stipe with the 8 zoomed animation frames of this tile (if MCD is not animated - all of them are the same). &#039;&#039;&#039;LMB&#039;&#039;&#039; on a particular image opens the &#039;&#039;&#039;PCK selection&#039;&#039;&#039; screen. RMB calls for context menu with &#039;&#039;&#039;Edit PCK&#039;&#039;&#039; entry which opens [[#PCK_editor|PCK editor]] for this frame.&lt;br /&gt;
&lt;br /&gt;
At the right of them is the animated zoomed tile and a voxelized 3D representation. Hold &#039;&#039;&#039;LMB&#039;&#039;&#039; to rotate the voxel view (after release it will switch back to the center). The small bar below changes view angle permanently. Remember: it alters only view angle.&lt;br /&gt;
&lt;br /&gt;
The rightmost part is the heap of voxel slices or [[LOFTEMPS|LOFTs]]. &#039;&#039;&#039;LMB&#039;&#039;&#039; click on particular layer image to open LOFT sheet and change it.&lt;br /&gt;
&lt;br /&gt;
The bottom part is the main MCD fields editor. When editing a field, a description shows in the box at the right. &#039;&#039;&#039;Tab&#039;&#039;&#039;/&#039;&#039;&#039;Shift+Tab&#039;&#039;&#039; jumps between fields.&lt;br /&gt;
&lt;br /&gt;
The status bar at the bottom shows current PCK file size (in bytes), TAB (in number of records, or PCK images), LOFTemps size (in images), and SCANGs (also in images). The last two are fixed for each particular game type.&lt;br /&gt;
&lt;br /&gt;
[[SCANG.DAT|SCANg]] icon is clickable and opens the minimap image selection. &lt;br /&gt;
&lt;br /&gt;
You can also create the new tileset (MCD+PCK+TAB) by clicking &#039;&#039;File-&amp;gt;New MCD&#039;&#039;. It will ask you for the path and filename for the new MCD, and if it is in a vanilla folder - it will automatically switch into the respective game mode/palette.&lt;br /&gt;
&lt;br /&gt;
== PCK list ==&lt;br /&gt;
[[File:Mcdedit_pck.png|300px|thumb|right|PCK list]]&lt;br /&gt;
Besides selecting PCK images you can also manipulate the PCK sheet, associated with the current MCD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039; on each PCK opens a context menu (&#039;&#039;PCK Edit-info / Copy as TXT / Paste as TXT / Export PCK / Import PCK / Delete PCK / Insert PCK / Export  PNG sheet / Import PNG sheet&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Single PCKs are exported as png images at 32x40 resolution, 8bit color (with current palette). Color 0 is &amp;quot;invisible&amp;quot;.&lt;br /&gt;
When importing an image to a PCK, it takes the top-left 32x40 pixels, everything else will be ignored.&lt;br /&gt;
&lt;br /&gt;
It can import RGB+alpha PNG files. If the alpha is greater than 128, it assumes this pixel is invisible, even if there are color components - Xcom uses binary transparency. Other color RGB values are taken from the closest matching color of the current palette, excluding system parts. Colors 254/255 can&#039;t be used because they are used for PCK encoding. For TFTD palettes it also don&#039;t use colors of group 9 (144..159) and colors below 16 - they are treated as system thus also not used.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s a paletted PNG, and the palette isn&#039;t changed, and matches the current selection - it keeps every pixel index intact (it won&#039;t re-convert and won&#039;t add ambiguity). But if it&#039;s PCK of TFTD, it won&#039;t allow import of system colors (groups 9 and 0) - it will replace these indexes with closest allowed versions.&lt;br /&gt;
&lt;br /&gt;
If even a single color is changed, or doesn&#039;t match the current palette, it treats it as a &amp;quot;different&amp;quot; palette, and re-converts whole image as if it&#039;s RGB+alpha.&lt;br /&gt;
&lt;br /&gt;
PNG sheets are exported and imported as consisting of sprites with 32x40 size (without any spacing). The image itself can be of any size, it just runs from the top to the bottom, from the left to the right, if the sprite can&#039;t fit in the rightmost part it just skips it. Last empty images (at the tail of the sheet) are ignored.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t allow import of more than 256 images (because MCD uses 8bit value for PCK reference).&lt;br /&gt;
&lt;br /&gt;
== PCK editor ==&lt;br /&gt;
[[File:mcdedit_pckedit.png|300px|thumb|right|PCK edit]]&lt;br /&gt;
Embedded PCK editor is a new part of MCD editor which allows you to edit 8bit PCK images without the need to use another image editor, in order to reduce any incompatibilities or palette mishandling.&lt;br /&gt;
&lt;br /&gt;
At the top there&#039;s a toolbar where you can &#039;&#039;&#039;save changes&#039;&#039;&#039; (they will immedately reflect in other screens).&lt;br /&gt;
Next to it &amp;quot;mode&amp;quot; buttons: &#039;&#039;Pixel selection&#039;&#039;, &#039;&#039;Rectangle selection&#039;&#039;,  &#039;&#039;Lasso selection&#039;&#039;, &#039;&#039;Color selection&#039;&#039; and &#039;&#039;Drawing&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
At the right are toggle buttons, for the following from the left to the right: checkered background, regular grid, isometric template, and wrap scrolling.&lt;br /&gt;
&lt;br /&gt;
Palette selector also presents (though you can&#039;t change its value with mouse wheel or cursor keys).&lt;br /&gt;
&lt;br /&gt;
Top part of the palette is the current Foreground (&#039;&#039;&#039;LMB&#039;&#039;&#039;) and Background (&#039;&#039;&#039;RMB&#039;&#039;&#039;) colors (with hex and decimal index values).&lt;br /&gt;
&lt;br /&gt;
Palette selector works as color picker for both &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039;. Selected colors are shown as contrast dots at the top left/right corners of the color square. Small dot at the bottom indicates that color is used within this sprite.&lt;br /&gt;
&lt;br /&gt;
Below are preview of the sprite (2x zoomed and 2x2 adjacently tiled).&lt;br /&gt;
&lt;br /&gt;
The bottommost right part is the color/group modification tool. It changes colors of selected part of sprite either as shadow level (moving colors within color group), or changing the color group itself.&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
* &#039;&#039;Mouse wheel scrolling&#039;&#039; - change foreground color within color group.&lt;br /&gt;
* &#039;&#039;Ctrl+Z&#039;&#039; - undo last action (number of current undo levels are shown in the status bar)&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+Z&#039;&#039; - redo actions.&lt;br /&gt;
* &#039;&#039;Ctrl+A&#039;&#039; - select all.&lt;br /&gt;
* &#039;&#039;Esc&#039;&#039; - deselect all.&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+I&#039;&#039; - invert selection.&lt;br /&gt;
* &#039;&#039;Ins&#039;&#039; - fill selected area with foreground (LMB) color.&lt;br /&gt;
* &#039;&#039;Del&#039;&#039; - fill selected area with background (RMB) color (ie clears).&lt;br /&gt;
* &#039;&#039;Cursor keys&#039;&#039; - move selected area. Affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
* &#039;&#039;LMB Dragging&#039;&#039; over selected pixels move selected area. Also affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Ctrl+C&#039;&#039; - copy selection into the clipboard, as text, which is interchangable with &#039;&#039;&#039;Copy/Paste as TXT&#039;&#039; from PCK selection screen.&lt;br /&gt;
* &#039;&#039;Ctrl+V&#039;&#039; - paste selection. Pasted fragment temporarily is in the &amp;quot;second layer&amp;quot; mode (&#039;&#039;&#039;Paste mode&#039;&#039;&#039; in the status bar), and can be repositioned with &#039;&#039;ctrl+cursor&#039;&#039; or &#039;&#039;ctrl+lmb drag&#039;&#039;. Any other action applies it to the sprite.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039; - modifier for &#039;&#039;&#039;scissors&#039;&#039;&#039; mode: cuts selected part and moves it either by cursor keys, or LMB dragging. Cut area is filled with background (RMB) color. Moved fragment gets into the &amp;quot;Paste mode&amp;quot; and affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
In selection modes you can use &#039;&#039;Shift&#039;&#039; to add to the selection (cursor gets &#039;+&#039; sign), or &#039;&#039;Alt&#039;&#039; to subtract from the selection (cursor gets &#039;-&#039; sign). Without these modifiers selection just renews.&lt;br /&gt;
&lt;br /&gt;
====Drawing mode====&lt;br /&gt;
&#039;&#039;Alt&#039;&#039; key switches into color picker/highlighter mode, &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; are respectively changes colors assiciated with those mouse keys. Same modifier key marks all pixels of same color index. In palette selector &#039;&#039;Color picker&#039;&#039; works without &#039;&#039;Alt&#039;&#039; pressed.&lt;br /&gt;
&lt;br /&gt;
Pixels are drawn with &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; of respective colors. It works in &amp;quot;smart&amp;quot; drawing mode, when diagonally &amp;quot;touched&amp;quot; neighbour pixels aren&#039;t changed (as is often a problem with pixel-based editors).&lt;br /&gt;
&lt;br /&gt;
When an area is selected, drawing is limited to within its borders (drawing outside of selection is simply ignored).&lt;br /&gt;
&lt;br /&gt;
== MCDEdit.txt ==&lt;br /&gt;
The config file contains paths to the game folders for &#039;&#039;&#039;ufo&#039;&#039;&#039; and &#039;&#039;&#039;tftd&#039;&#039;&#039; and optionally folders for &amp;quot;alternative&amp;quot; versions. &lt;br /&gt;
&lt;br /&gt;
Setting alternative folders switches MCDEdit into &#039;&#039;compare mode&#039;&#039; - if MCD values are different, they will be shown at the right of the current values in red.&lt;br /&gt;
&lt;br /&gt;
Also it contains information about editable MCD fields (index, name, type, help text). If you want to clarify help/field names - you can do that any time, and feel free to share the config.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;boxpat&#039;&#039; entries are defining &amp;quot;isometric template&amp;quot;, you can modify it if you want.&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
Current version 1.16b (2014-09-18) ([http://volutar.eu5.org/_mcdedit116b.7z download])&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
MCD Edit is a Windows based application. Designed to run natively on x64 systems, it is written using Borland Pascal, and can be easily run on other platforms using [https://www.winehq.org/ Wine] (or a similar tool).&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59758</id>
		<title>MCDEdit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59758"/>
		<updated>2014-10-01T09:20:16Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Moved misc section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Disclamer: This page is dedicated not to the great old [http://www.strategycore.co.uk/files/mcdedit/ MCDView (MCDEdit) tool by Koralt] ([http://openxcommods.weebly.com/mcdedit.html manual]), but for another one, written by [[User:Volutar|Volutar]] for [[OpenXcom]], though still suitable for xcom1/2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= MCD Edit tool =&lt;br /&gt;
The application title bar shows which file is opened, whether it is vanilla or custom, and in custom mode, the path to the file.&lt;br /&gt;
&lt;br /&gt;
Tilesets in xcom1/2 consist of 3 files with the same name and different extensions. [[MCD]] is the main file with values and references to images. [[Image_Formats|PCK+TAB]] are the files of sprite images. The number of tiles in the MCD is not necessary equal to the number of images in the PCKs. If there are animated tiles, the number of PCK entries will be more than number of MCDs. In some tilesets, single PCK images are reused in several MCDs, but with different heights.&lt;br /&gt;
&lt;br /&gt;
== Main screen ==&lt;br /&gt;
[[File:Mcdedit_113.png|400px|thumb|right|Main screen]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039; button opens custom MCD set (tileset automatically fetches all *.mcd files from specified folder) - same as &#039;&#039;File-&amp;gt;Open custom MCD ...&#039;&#039;. If you open an MCD from the vanilla folder (as defined in the config file) - it will switch to vanilla mode.&lt;br /&gt;
* &#039;&#039;&#039;Tileset&#039;&#039;&#039; switches between different MCDs in the folder. Don&#039;t forget to save the current MCD if you don&#039;t want to lose your work (&#039;&#039;File-&amp;gt;Save MCD+PCK+TAB&#039;&#039; or &#039;&#039;File-&amp;gt;Save MCD+PCK+TAB as...&#039;&#039;. The &#039;*&#039; sign indicates it&#039;s a vanilla MCD, and you will not be able to change the number of MCDs in the file, this is in order to prevent breaking the vanilla maps.&lt;br /&gt;
* &#039;&#039;&#039;Checkered&#039;&#039;&#039; button changes the image background from black (or underwater background) to checkered, just to highlight any holes you&#039;ve made. Kinda handy when dealing with dark sprites.&lt;br /&gt;
* &#039;&#039;&#039;UFO/TFTD&#039;&#039;&#039; changes gametype. Vanilla mode will switch between game folders and re-read &#039;&#039;&#039;Tilesets&#039;&#039;&#039;. In &#039;&#039;&#039;custom MCD&#039;&#039;&#039; mode it will simply change associated [[LOFTEMPS|LOFT]] and [[SCANG.DAT|SCANg]] (and will treat tiles as of another game type). It doesn&#039;t affect anything else.&lt;br /&gt;
* &#039;&#039;&#039;Palette&#039;&#039;&#039; dropdown menu changes the current palette. The current palette is displayed at the right top corner. Ambiguous color entries in the palette will be highlighted (different indexes but same RGB) - these colors could cause problems when working with RGB graphics (not indexed). [http://mtpaint.sourceforge.net/ mtPaint] is a recommended free tool to edit paletted png files in indexed mode.&lt;br /&gt;
* &#039;&#039;&#039;Edit PCKs&#039;&#039;&#039; opens [[#PCK_list|PCK list]] window from which you can manipulate with PCKs.&lt;br /&gt;
&lt;br /&gt;
At the top of the main area is the MCD preview/selection line with the bar. Yellow highlighted MCDs are animated. You can use the mouse wheel to scroll this list, and &#039;&#039;cursor key/home/end/pgup/pgdown&#039;&#039; to change the selected MCD. &#039;&#039;&#039;RMB&#039;&#039;&#039; calls the context menu for the clicked MCD (&#039;&#039;Copy MCD / Paste MCD / Insert MCD / Add MCD / Delete MCD / Clear MCD&#039;&#039;) - same as in the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu. If you are not allowed to change the number of MCDs (ie: in vanilla mode) these menu entries will be greyed out.&lt;br /&gt;
&lt;br /&gt;
Below are 16 small images showing the different light levels of the tile (so you can preview how will it look). &#039;&#039;&#039;LMB&#039;&#039;&#039; on these small shaded sprites toggles animation mode (off by default).&lt;br /&gt;
&lt;br /&gt;
Slightly lower is the stipe with the 8 zoomed animation frames of this tile (if MCD is not animated - all of them are the same). &#039;&#039;&#039;LMB&#039;&#039;&#039; on a particular image opens the &#039;&#039;&#039;PCK selection&#039;&#039;&#039; screen. RMB calls for context menu with &#039;&#039;&#039;Edit PCK&#039;&#039;&#039; entry which opens [[#PCK_editor|PCK editor]] for this frame.&lt;br /&gt;
&lt;br /&gt;
At the right of them is the animated zoomed tile and a voxelized 3D representation. Hold &#039;&#039;&#039;LMB&#039;&#039;&#039; to rotate the voxel view (after release it will switch back to the center). The small bar below changes view angle permanently. Remember: it alters only view angle.&lt;br /&gt;
&lt;br /&gt;
The rightmost part is the heap of voxel slices or [[LOFTEMPS|LOFTs]]. &#039;&#039;&#039;LMB&#039;&#039;&#039; click on particular layer image to open LOFT sheet and change it.&lt;br /&gt;
&lt;br /&gt;
The bottom part is the main MCD fields editor. When editing a field, a description shows in the box at the right. &#039;&#039;&#039;Tab&#039;&#039;&#039;/&#039;&#039;&#039;Shift+Tab&#039;&#039;&#039; jumps between fields.&lt;br /&gt;
&lt;br /&gt;
The status bar at the bottom shows current PCK file size (in bytes), TAB (in number of records, or PCK images), LOFTemps size (in images), and SCANGs (also in images). The last two are fixed for each particular game type.&lt;br /&gt;
&lt;br /&gt;
[[SCANG.DAT|SCANg]] icon is clickable and opens the minimap image selection. &lt;br /&gt;
&lt;br /&gt;
You can also create the new tileset (MCD+PCK+TAB) by clicking &#039;&#039;File-&amp;gt;New MCD&#039;&#039;. It will ask you for the path and filename for the new MCD, and if it is in a vanilla folder - it will automatically switch into the respective game mode/palette.&lt;br /&gt;
&lt;br /&gt;
== PCK list ==&lt;br /&gt;
[[File:Mcdedit_pck.png|300px|thumb|right|PCK list]]&lt;br /&gt;
Besides selecting PCK images you can also manipulate the PCK sheet, associated with the current MCD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039; on each PCK opens a context menu (&#039;&#039;PCK Edit-info / Copy as TXT / Paste as TXT / Export PCK / Import PCK / Delete PCK / Insert PCK / Export  PNG sheet / Import PNG sheet&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Single PCKs are exported as png images at 32x40 resolution, 8bit color (with current palette). Color 0 is &amp;quot;invisible&amp;quot;.&lt;br /&gt;
When importing an image to a PCK, it takes the top-left 32x40 pixels, everything else will be ignored.&lt;br /&gt;
&lt;br /&gt;
It can import RGB+alpha PNG files. If the alpha is greater than 128, it assumes this pixel is invisible, even if there are color components - Xcom uses binary transparency. Other color RGB values are taken from the closest matching color of the current palette, excluding system parts. Colors 254/255 can&#039;t be used because they are used for PCK encoding. For TFTD palettes it also don&#039;t use colors of group 9 (144..159) and colors below 16 - they are treated as system thus also not used.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s a paletted PNG, and the palette isn&#039;t changed, and matches the current selection - it keeps every pixel index intact (it won&#039;t re-convert and won&#039;t add ambiguity). But if it&#039;s PCK of TFTD, it won&#039;t allow import of system colors (groups 9 and 0) - it will replace these indexes with closest allowed versions.&lt;br /&gt;
&lt;br /&gt;
If even a single color is changed, or doesn&#039;t match the current palette, it treats it as a &amp;quot;different&amp;quot; palette, and re-converts whole image as if it&#039;s RGB+alpha.&lt;br /&gt;
&lt;br /&gt;
PNG sheets are exported and imported as consisting of sprites with 32x40 size (without any spacing). The image itself can be of any size, it just runs from the top to the bottom, from the left to the right, if the sprite can&#039;t fit in the rightmost part it just skips it. Last empty images (at the tail of the sheet) are ignored.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t allow import of more than 256 images (because MCD uses 8bit value for PCK reference).&lt;br /&gt;
&lt;br /&gt;
== PCK editor ==&lt;br /&gt;
[[File:mcdedit_pckedit.png|300px|thumb|right|PCK edit]]&lt;br /&gt;
Embedded PCK editor is a new part of MCD editor which allows you to edit 8bit PCK images without the need to use another image editor, in order to reduce any incompatibilities or palette mishandling.&lt;br /&gt;
&lt;br /&gt;
At the top there&#039;s a toolbar where you can &#039;&#039;&#039;save changes&#039;&#039;&#039; (they will immedately reflect in other screens).&lt;br /&gt;
Next to it &amp;quot;mode&amp;quot; buttons: &#039;&#039;Pixel selection&#039;&#039;, &#039;&#039;Rectangle selection&#039;&#039;,  &#039;&#039;Lasso selection&#039;&#039;, &#039;&#039;Color selection&#039;&#039; and &#039;&#039;Drawing&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
At the right are toggle buttons, for the following from the left to the right: checkered background, regular grid, isometric template, and wrap scrolling.&lt;br /&gt;
&lt;br /&gt;
Palette selector also presents (though you can&#039;t change its value with mouse wheel or cursor keys).&lt;br /&gt;
&lt;br /&gt;
Top part of the palette is the current Foreground (&#039;&#039;&#039;LMB&#039;&#039;&#039;) and Background (&#039;&#039;&#039;RMB&#039;&#039;&#039;) colors (with hex and decimal index values).&lt;br /&gt;
&lt;br /&gt;
Palette selector works as color picker for both &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039;. Selected colors are shown as contrast dots at the top left/right corners of the color square. Small dot at the bottom indicates that color is used within this sprite.&lt;br /&gt;
&lt;br /&gt;
Below are preview of the sprite (2x zoomed and 2x2 adjacently tiled).&lt;br /&gt;
&lt;br /&gt;
The bottommost right part is the color/group modification tool. It changes colors of selected part of sprite either as shadow level (moving colors within color group), or changing the color group itself.&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
* &#039;&#039;Mouse wheel scrolling&#039;&#039; - change foreground color within color group.&lt;br /&gt;
* &#039;&#039;Ctrl+Z&#039;&#039; - undo last action (number of current undo levels are shown in the status bar)&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+Z&#039;&#039; - redo actions.&lt;br /&gt;
* &#039;&#039;Ctrl+A&#039;&#039; - select all.&lt;br /&gt;
* &#039;&#039;Esc&#039;&#039; - deselect all.&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+I&#039;&#039; - invert selection.&lt;br /&gt;
* &#039;&#039;Ins&#039;&#039; - fill selected area with foreground (LMB) color.&lt;br /&gt;
* &#039;&#039;Del&#039;&#039; - fill selected area with background (RMB) color (ie clears).&lt;br /&gt;
* &#039;&#039;Cursor keys&#039;&#039; - move selected area. Affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
* &#039;&#039;LMB Dragging&#039;&#039; over selected pixels move selected area. Also affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Ctrl+C&#039;&#039; - copy selection into the clipboard, as text, which is interchangable with &#039;&#039;&#039;Copy/Paste as TXT&#039;&#039; from PCK selection screen.&lt;br /&gt;
* &#039;&#039;Ctrl+V&#039;&#039; - paste selection. Pasted fragment temporarily is in the &amp;quot;second layer&amp;quot; mode (&#039;&#039;&#039;Paste mode&#039;&#039;&#039; in the status bar), and can be repositioned with &#039;&#039;ctrl+cursor&#039;&#039; or &#039;&#039;ctrl+lmb drag&#039;&#039;. Any other action applies it to the sprite.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039; - modifier for &#039;&#039;&#039;scissors&#039;&#039;&#039; mode: cuts selected part and moves it either by cursor keys, or LMB dragging. Cut area is filled with background (RMB) color. Moved fragment gets into the &amp;quot;Paste mode&amp;quot; and affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
In selection modes you can use &#039;&#039;Shift&#039;&#039; to add to the selection (cursor gets &#039;+&#039; sign), or &#039;&#039;Alt&#039;&#039; to subtract from the selection (cursor gets &#039;-&#039; sign). Without these modifiers selection just renews.&lt;br /&gt;
&lt;br /&gt;
====Drawing mode====&lt;br /&gt;
&#039;&#039;Alt&#039;&#039; key switches into color picker/highlighter mode, &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; are respectively changes colors assiciated with those mouse keys. Same modifier key marks all pixels of same color index. In palette selector &#039;&#039;Color picker&#039;&#039; works without &#039;&#039;Alt&#039;&#039; pressed.&lt;br /&gt;
&lt;br /&gt;
Pixels are drawn with &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; of respective colors. It works in &amp;quot;smart&amp;quot; drawing mode, when diagonally &amp;quot;touched&amp;quot; neighbour pixels aren&#039;t changed (as is often a problem with pixel-based editors).&lt;br /&gt;
&lt;br /&gt;
When an area is selected, drawing is limited to within its borders (drawing outside of selection is simply ignored).&lt;br /&gt;
&lt;br /&gt;
== MCDEdit.txt ==&lt;br /&gt;
The config file contains paths to the game folders for &#039;&#039;&#039;ufo&#039;&#039;&#039; and &#039;&#039;&#039;tftd&#039;&#039;&#039; and optionally folders for &amp;quot;alternative&amp;quot; versions. &lt;br /&gt;
&lt;br /&gt;
Setting alternative folders switches MCDEdit into &#039;&#039;compare mode&#039;&#039; - if MCD values are different, they will be shown at the right of the current values in red.&lt;br /&gt;
&lt;br /&gt;
Also it contains information about editable MCD fields (index, name, type, help text). If you want to clarify help/field names - you can do that any time, and feel free to share the config.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;boxpat&#039;&#039; entries are defining &amp;quot;isometric template&amp;quot;, you can modify it if you want.&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
Current version 1.16b (2014-09-18) ([http://volutar.eu5.org/_mcdedit116b.7z download])&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
MCD Edit is a Windows based application. Designed to run natively on x64 systems, it is written using Borland Pascal, and can be easily run on other platforms using [https://en.wikipedia.org/wiki/Wine_%28software%29 Wine] (or a similar tool).&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59757</id>
		<title>MCDEdit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MCDEdit&amp;diff=59757"/>
		<updated>2014-10-01T07:14:13Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Added proper tool credit and a short technical description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Disclamer: This page is dedicated not to the great old [http://www.strategycore.co.uk/files/mcdedit/ MCDView (MCDEdit) tool by Koralt] ([http://openxcommods.weebly.com/mcdedit.html manual]), but for another one, written by [[User:Volutar|Volutar]] for [[OpenXcom]], though still suitable for xcom1/2.&#039;&#039;&lt;br /&gt;
= Technical =&lt;br /&gt;
MCD Edit is a Windows based application. Designed to run natively on x64 systems, it is written using Borland Pascal, and can be easily run on other platforms using [https://en.wikipedia.org/wiki/Wine_%28software%29 Wine] (or a similar tool).&lt;br /&gt;
&lt;br /&gt;
= MCD Edit tool =&lt;br /&gt;
The application title bar shows which file is opened, whether it is vanilla or custom, and in custom mode, the path to the file.&lt;br /&gt;
&lt;br /&gt;
Tilesets in xcom1/2 consist of 3 files with the same name and different extensions. [[MCD]] is the main file with values and references to images. [[Image_Formats|PCK+TAB]] are the files of sprite images. The number of tiles in the MCD is not necessary equal to the number of images in the PCKs. If there are animated tiles, the number of PCK entries will be more than number of MCDs. In some tilesets, single PCK images are reused in several MCDs, but with different heights.&lt;br /&gt;
&lt;br /&gt;
== Main screen ==&lt;br /&gt;
[[File:Mcdedit_113.png|400px|thumb|right|Main screen]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom&#039;&#039;&#039; button opens custom MCD set (tileset automatically fetches all *.mcd files from specified folder) - same as &#039;&#039;File-&amp;gt;Open custom MCD ...&#039;&#039;. If you open an MCD from the vanilla folder (as defined in the config file) - it will switch to vanilla mode.&lt;br /&gt;
* &#039;&#039;&#039;Tileset&#039;&#039;&#039; switches between different MCDs in the folder. Don&#039;t forget to save the current MCD if you don&#039;t want to lose your work (&#039;&#039;File-&amp;gt;Save MCD+PCK+TAB&#039;&#039; or &#039;&#039;File-&amp;gt;Save MCD+PCK+TAB as...&#039;&#039;. The &#039;*&#039; sign indicates it&#039;s a vanilla MCD, and you will not be able to change the number of MCDs in the file, this is in order to prevent breaking the vanilla maps.&lt;br /&gt;
* &#039;&#039;&#039;Checkered&#039;&#039;&#039; button changes the image background from black (or underwater background) to checkered, just to highlight any holes you&#039;ve made. Kinda handy when dealing with dark sprites.&lt;br /&gt;
* &#039;&#039;&#039;UFO/TFTD&#039;&#039;&#039; changes gametype. Vanilla mode will switch between game folders and re-read &#039;&#039;&#039;Tilesets&#039;&#039;&#039;. In &#039;&#039;&#039;custom MCD&#039;&#039;&#039; mode it will simply change associated [[LOFTEMPS|LOFT]] and [[SCANG.DAT|SCANg]] (and will treat tiles as of another game type). It doesn&#039;t affect anything else.&lt;br /&gt;
* &#039;&#039;&#039;Palette&#039;&#039;&#039; dropdown menu changes the current palette. The current palette is displayed at the right top corner. Ambiguous color entries in the palette will be highlighted (different indexes but same RGB) - these colors could cause problems when working with RGB graphics (not indexed). [http://mtpaint.sourceforge.net/ mtPaint] is a recommended free tool to edit paletted png files in indexed mode.&lt;br /&gt;
* &#039;&#039;&#039;Edit PCKs&#039;&#039;&#039; opens [[#PCK_list|PCK list]] window from which you can manipulate with PCKs.&lt;br /&gt;
&lt;br /&gt;
At the top of the main area is the MCD preview/selection line with the bar. Yellow highlighted MCDs are animated. You can use the mouse wheel to scroll this list, and &#039;&#039;cursor key/home/end/pgup/pgdown&#039;&#039; to change the selected MCD. &#039;&#039;&#039;RMB&#039;&#039;&#039; calls the context menu for the clicked MCD (&#039;&#039;Copy MCD / Paste MCD / Insert MCD / Add MCD / Delete MCD / Clear MCD&#039;&#039;) - same as in the &#039;&#039;&#039;Edit&#039;&#039;&#039; menu. If you are not allowed to change the number of MCDs (ie: in vanilla mode) these menu entries will be greyed out.&lt;br /&gt;
&lt;br /&gt;
Below are 16 small images showing the different light levels of the tile (so you can preview how will it look). &#039;&#039;&#039;LMB&#039;&#039;&#039; on these small shaded sprites toggles animation mode (off by default).&lt;br /&gt;
&lt;br /&gt;
Slightly lower is the stipe with the 8 zoomed animation frames of this tile (if MCD is not animated - all of them are the same). &#039;&#039;&#039;LMB&#039;&#039;&#039; on a particular image opens the &#039;&#039;&#039;PCK selection&#039;&#039;&#039; screen. RMB calls for context menu with &#039;&#039;&#039;Edit PCK&#039;&#039;&#039; entry which opens [[#PCK_editor|PCK editor]] for this frame.&lt;br /&gt;
&lt;br /&gt;
At the right of them is the animated zoomed tile and a voxelized 3D representation. Hold &#039;&#039;&#039;LMB&#039;&#039;&#039; to rotate the voxel view (after release it will switch back to the center). The small bar below changes view angle permanently. Remember: it alters only view angle.&lt;br /&gt;
&lt;br /&gt;
The rightmost part is the heap of voxel slices or [[LOFTEMPS|LOFTs]]. &#039;&#039;&#039;LMB&#039;&#039;&#039; click on particular layer image to open LOFT sheet and change it.&lt;br /&gt;
&lt;br /&gt;
The bottom part is the main MCD fields editor. When editing a field, a description shows in the box at the right. &#039;&#039;&#039;Tab&#039;&#039;&#039;/&#039;&#039;&#039;Shift+Tab&#039;&#039;&#039; jumps between fields.&lt;br /&gt;
&lt;br /&gt;
The status bar at the bottom shows current PCK file size (in bytes), TAB (in number of records, or PCK images), LOFTemps size (in images), and SCANGs (also in images). The last two are fixed for each particular game type.&lt;br /&gt;
&lt;br /&gt;
[[SCANG.DAT|SCANg]] icon is clickable and opens the minimap image selection. &lt;br /&gt;
&lt;br /&gt;
You can also create the new tileset (MCD+PCK+TAB) by clicking &#039;&#039;File-&amp;gt;New MCD&#039;&#039;. It will ask you for the path and filename for the new MCD, and if it is in a vanilla folder - it will automatically switch into the respective game mode/palette.&lt;br /&gt;
&lt;br /&gt;
== PCK list ==&lt;br /&gt;
[[File:Mcdedit_pck.png|300px|thumb|right|PCK list]]&lt;br /&gt;
Besides selecting PCK images you can also manipulate the PCK sheet, associated with the current MCD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RMB&#039;&#039;&#039; on each PCK opens a context menu (&#039;&#039;PCK Edit-info / Copy as TXT / Paste as TXT / Export PCK / Import PCK / Delete PCK / Insert PCK / Export  PNG sheet / Import PNG sheet&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Single PCKs are exported as png images at 32x40 resolution, 8bit color (with current palette). Color 0 is &amp;quot;invisible&amp;quot;.&lt;br /&gt;
When importing an image to a PCK, it takes the top-left 32x40 pixels, everything else will be ignored.&lt;br /&gt;
&lt;br /&gt;
It can import RGB+alpha PNG files. If the alpha is greater than 128, it assumes this pixel is invisible, even if there are color components - Xcom uses binary transparency. Other color RGB values are taken from the closest matching color of the current palette, excluding system parts. Colors 254/255 can&#039;t be used because they are used for PCK encoding. For TFTD palettes it also don&#039;t use colors of group 9 (144..159) and colors below 16 - they are treated as system thus also not used.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s a paletted PNG, and the palette isn&#039;t changed, and matches the current selection - it keeps every pixel index intact (it won&#039;t re-convert and won&#039;t add ambiguity). But if it&#039;s PCK of TFTD, it won&#039;t allow import of system colors (groups 9 and 0) - it will replace these indexes with closest allowed versions.&lt;br /&gt;
&lt;br /&gt;
If even a single color is changed, or doesn&#039;t match the current palette, it treats it as a &amp;quot;different&amp;quot; palette, and re-converts whole image as if it&#039;s RGB+alpha.&lt;br /&gt;
&lt;br /&gt;
PNG sheets are exported and imported as consisting of sprites with 32x40 size (without any spacing). The image itself can be of any size, it just runs from the top to the bottom, from the left to the right, if the sprite can&#039;t fit in the rightmost part it just skips it. Last empty images (at the tail of the sheet) are ignored.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t allow import of more than 256 images (because MCD uses 8bit value for PCK reference).&lt;br /&gt;
&lt;br /&gt;
== PCK editor ==&lt;br /&gt;
[[File:mcdedit_pckedit.png|300px|thumb|right|PCK edit]]&lt;br /&gt;
Embedded PCK editor is a new part of MCD editor which allows you to edit 8bit PCK images without the need to use another image editor, in order to reduce any incompatibilities or palette mishandling.&lt;br /&gt;
&lt;br /&gt;
At the top there&#039;s a toolbar where you can &#039;&#039;&#039;save changes&#039;&#039;&#039; (they will immedately reflect in other screens).&lt;br /&gt;
Next to it &amp;quot;mode&amp;quot; buttons: &#039;&#039;Pixel selection&#039;&#039;, &#039;&#039;Rectangle selection&#039;&#039;,  &#039;&#039;Lasso selection&#039;&#039;, &#039;&#039;Color selection&#039;&#039; and &#039;&#039;Drawing&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
At the right are toggle buttons, for the following from the left to the right: checkered background, regular grid, isometric template, and wrap scrolling.&lt;br /&gt;
&lt;br /&gt;
Palette selector also presents (though you can&#039;t change its value with mouse wheel or cursor keys).&lt;br /&gt;
&lt;br /&gt;
Top part of the palette is the current Foreground (&#039;&#039;&#039;LMB&#039;&#039;&#039;) and Background (&#039;&#039;&#039;RMB&#039;&#039;&#039;) colors (with hex and decimal index values).&lt;br /&gt;
&lt;br /&gt;
Palette selector works as color picker for both &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039;. Selected colors are shown as contrast dots at the top left/right corners of the color square. Small dot at the bottom indicates that color is used within this sprite.&lt;br /&gt;
&lt;br /&gt;
Below are preview of the sprite (2x zoomed and 2x2 adjacently tiled).&lt;br /&gt;
&lt;br /&gt;
The bottommost right part is the color/group modification tool. It changes colors of selected part of sprite either as shadow level (moving colors within color group), or changing the color group itself.&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
* &#039;&#039;Mouse wheel scrolling&#039;&#039; - change foreground color within color group.&lt;br /&gt;
* &#039;&#039;Ctrl+Z&#039;&#039; - undo last action (number of current undo levels are shown in the status bar)&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+Z&#039;&#039; - redo actions.&lt;br /&gt;
* &#039;&#039;Ctrl+A&#039;&#039; - select all.&lt;br /&gt;
* &#039;&#039;Esc&#039;&#039; - deselect all.&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+I&#039;&#039; - invert selection.&lt;br /&gt;
* &#039;&#039;Ins&#039;&#039; - fill selected area with foreground (LMB) color.&lt;br /&gt;
* &#039;&#039;Del&#039;&#039; - fill selected area with background (RMB) color (ie clears).&lt;br /&gt;
* &#039;&#039;Cursor keys&#039;&#039; - move selected area. Affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
* &#039;&#039;LMB Dragging&#039;&#039; over selected pixels move selected area. Also affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Ctrl+C&#039;&#039; - copy selection into the clipboard, as text, which is interchangable with &#039;&#039;&#039;Copy/Paste as TXT&#039;&#039; from PCK selection screen.&lt;br /&gt;
* &#039;&#039;Ctrl+V&#039;&#039; - paste selection. Pasted fragment temporarily is in the &amp;quot;second layer&amp;quot; mode (&#039;&#039;&#039;Paste mode&#039;&#039;&#039; in the status bar), and can be repositioned with &#039;&#039;ctrl+cursor&#039;&#039; or &#039;&#039;ctrl+lmb drag&#039;&#039;. Any other action applies it to the sprite.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039; - modifier for &#039;&#039;&#039;scissors&#039;&#039;&#039; mode: cuts selected part and moves it either by cursor keys, or LMB dragging. Cut area is filled with background (RMB) color. Moved fragment gets into the &amp;quot;Paste mode&amp;quot; and affected by &#039;&#039;&#039;Wrap scrolling&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
In selection modes you can use &#039;&#039;Shift&#039;&#039; to add to the selection (cursor gets &#039;+&#039; sign), or &#039;&#039;Alt&#039;&#039; to subtract from the selection (cursor gets &#039;-&#039; sign). Without these modifiers selection just renews.&lt;br /&gt;
&lt;br /&gt;
====Drawing mode====&lt;br /&gt;
&#039;&#039;Alt&#039;&#039; key switches into color picker/highlighter mode, &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; are respectively changes colors assiciated with those mouse keys. Same modifier key marks all pixels of same color index. In palette selector &#039;&#039;Color picker&#039;&#039; works without &#039;&#039;Alt&#039;&#039; pressed.&lt;br /&gt;
&lt;br /&gt;
Pixels are drawn with &#039;&#039;&#039;LMB&#039;&#039;&#039; and &#039;&#039;&#039;RMB&#039;&#039;&#039; of respective colors. It works in &amp;quot;smart&amp;quot; drawing mode, when diagonally &amp;quot;touched&amp;quot; neighbour pixels aren&#039;t changed (as is often a problem with pixel-based editors).&lt;br /&gt;
&lt;br /&gt;
When an area is selected, drawing is limited to within its borders (drawing outside of selection is simply ignored).&lt;br /&gt;
&lt;br /&gt;
== MCDEdit.txt ==&lt;br /&gt;
The config file contains paths to the game folders for &#039;&#039;&#039;ufo&#039;&#039;&#039; and &#039;&#039;&#039;tftd&#039;&#039;&#039; and optionally folders for &amp;quot;alternative&amp;quot; versions. &lt;br /&gt;
&lt;br /&gt;
Setting alternative folders switches MCDEdit into &#039;&#039;compare mode&#039;&#039; - if MCD values are different, they will be shown at the right of the current values in red.&lt;br /&gt;
&lt;br /&gt;
Also it contains information about editable MCD fields (index, name, type, help text). If you want to clarify help/field names - you can do that any time, and feel free to share the config.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;boxpat&#039;&#039; entries are defining &amp;quot;isometric template&amp;quot;, you can modify it if you want.&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
Current version 1.16b (2014-09-18) ([http://volutar.eu5.org/_mcdedit116b.7z download])&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=59403</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=59403"/>
		<updated>2014-09-05T07:01:24Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: /* AI Units (Aliens/Civilians) */  Some aggression clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]]. Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;path name of ?.&#039;&#039;&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polylines&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| 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 &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
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&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? (incurs an accuracy penalty if used with both hands occupied)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| An array of items to add to this mapblock, an the positions to place them at.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one type 1 map block. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require at least 1 map block of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads) and the corresponding &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039; added to the ruleset. &lt;br /&gt;
* If there isn&#039;t any map blocks designed as roads since you want to keep your terrain &#039;random&#039;, this can be circumvented by designating all 10x10 map blocks, excluding the one(s) used for the XCOM craft, as either &#039;&#039;&#039;Type&#039;&#039;&#039; 2, 3 and 4 and by defining their &#039;&#039;&#039;subType&#039;&#039;&#039; to 0. The game will then randomly choose between the map blocks for each type used in the roads, making them map more random.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
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]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;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.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]]&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| 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:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (beginner).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (superhuman).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum Desired Quantity of aliens to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| 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 &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Only applies to living aliens.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| 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.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| 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).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== Interfaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;elements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;color&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dimension_Gates&amp;diff=59242</id>
		<title>Dimension Gates</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dimension_Gates&amp;diff=59242"/>
		<updated>2014-08-28T11:15:57Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Profile ==&lt;br /&gt;
 The Dimension Gates appear to be the means by which the Alien craft travel from their home world.&lt;br /&gt;
 Our craft cannot travel through these gates without being annihilated by an anti-matter implosion.&lt;br /&gt;
 We must disable a UFO and recover its control systems, propulsion systems and power sources for &lt;br /&gt;
 research.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The Dimensional Gates are used to go to and from the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
No standard human vehicle can enter a dimensional gate without being annihilated by anti-matter.&lt;br /&gt;
&lt;br /&gt;
Once a number of captured alien craft and their control, propulsion and energy systems are researched, it is possible to build a [[Dimension Probe|Dimension Probe]] that can enter a dimensional gate and begin the exploration of the [[Alien Dimension (Apocalypse)|Alien Dimension]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Dimension (Apocalypse)|Alien Dimension]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Dimension (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=57291</id>
		<title>Installing (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=57291"/>
		<updated>2014-06-18T07:08:08Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OpenXcom requires a vanilla version of the original [[X-COM]] resources.&#039;&#039;&#039; This includes:&lt;br /&gt;
&lt;br /&gt;
* DOS Version 1.4: You can check if you have the correct version if it contains a &amp;quot;SOUND\GM.CAT&amp;quot; file.&lt;br /&gt;
* Windows Version / Collector&#039;s Edition.&lt;br /&gt;
* Steam Version: You can find the game folder in &amp;quot;Steam\steamapps\common\xcom ufo defense\XCOM&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure your copy has the [http://openxcom.org/index.php/downloads-extras/ latest patch]. &#039;&#039;&#039;Do not&#039;&#039;&#039; use modded versions (eg. [[XcomUtil]]) as they may cause bugs and crashes.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
=== All platforms ===&lt;br /&gt;
&lt;br /&gt;
Copy the original resources (specifically the GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, UNITS subfolders) to OpenXcom&#039;s Data folder (usually the &amp;quot;data&amp;quot; subfolder). &#039;&#039;&#039;Do not&#039;&#039;&#039; just drag/copy your whole X-COM folder into the Data folder, it won&#039;t work. It should end up like this:&lt;br /&gt;
&lt;br /&gt;
* data&lt;br /&gt;
** GEODATA&lt;br /&gt;
** GEOGRAPH&lt;br /&gt;
** Language&lt;br /&gt;
** MAPS&lt;br /&gt;
** Resources&lt;br /&gt;
** ROUTES&lt;br /&gt;
** Ruleset&lt;br /&gt;
** Shaders&lt;br /&gt;
** SoldierName&lt;br /&gt;
** SOUND&lt;br /&gt;
** TERRAIN&lt;br /&gt;
** UFOGRAPH&lt;br /&gt;
** UFOINTRO&lt;br /&gt;
** UNITS&lt;br /&gt;
&lt;br /&gt;
If you do this incorrectly, you&#039;ll get an error about &amp;quot;X not found&amp;quot;.  For more specific instructions, check your platform below.&lt;br /&gt;
&lt;br /&gt;
==== Video tutorial ====&lt;br /&gt;
A video tutorial that covers the installation [https://www.youtube.com/watch?v=rNneKAwvjoU is available here] (courtesy of [https://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.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
The installer will automatically detect Steam installations, patch the game and copy the original data for you, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
If installing manually, copy the resources to the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder.&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Copy the resources to the application&#039;s &#039;&#039;&#039;data&#039;&#039;&#039; resource (right click the application &amp;gt; Show Package Contents &amp;gt; Contents &amp;gt; Resources &amp;gt; data).&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp), version 0.5 or later&lt;br /&gt;
&lt;br /&gt;
Check your distribution&#039;s package manager or the library website on how to install them.&lt;br /&gt;
&lt;br /&gt;
If installing through a package manager, you should copy the resources to &#039;&#039;&#039;/usr/share/openxcom/data&#039;&#039;&#039;, otherwise the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder is preferred.&lt;br /&gt;
&lt;br /&gt;
=== Portable ===&lt;br /&gt;
&lt;br /&gt;
To make a portable version of OpenXcom, just put all the files in the same folder, with a &#039;&#039;&#039;data&#039;&#039;&#039; subfolder for the resources and a &#039;&#039;&#039;user&#039;&#039;&#039; subfolder for your saves and settings.&lt;br /&gt;
&lt;br /&gt;
== Data Folder == &lt;br /&gt;
&lt;br /&gt;
In most cases the OpenXcom data is in the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder, but it will also look in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-data &amp;lt;data path&amp;gt;&amp;quot;. The X-COM and OpenXcom data can be in different folders.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;game directory&amp;gt;\data&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom\data&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom\data&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* &amp;lt;application resources&amp;gt;\data&lt;br /&gt;
* ~/Library/Application Support/OpenXcom/data&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom/data (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_DATA_DIRS/openxcom/data (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom automatically creates a User folder on first startup (if one doesn&#039;t already exists) in one of the following paths, where it stores all your screenshots, savegames and options.&lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;game directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom&lt;br /&gt;
&lt;br /&gt;
== Log file ==&lt;br /&gt;
&lt;br /&gt;
In case you experience any problems or errors during the initial game loading/startup, these will be shown and logged in &#039;&#039;openxcom.log&#039;&#039; in the User Folder. Make sure you installed everything correctly as instructed, and if you still experience problems, check the [http://openxcom.org/forum/ forums].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=57290</id>
		<title>Installing (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=57290"/>
		<updated>2014-06-18T07:07:37Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Added video tutorial link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OpenXcom requires a vanilla version of the original [[X-COM]] resources.&#039;&#039;&#039; This includes:&lt;br /&gt;
&lt;br /&gt;
* DOS Version 1.4: You can check if you have the correct version if it contains a &amp;quot;SOUND\GM.CAT&amp;quot; file.&lt;br /&gt;
* Windows Version / Collector&#039;s Edition.&lt;br /&gt;
* Steam Version: You can find the game folder in &amp;quot;Steam\steamapps\common\xcom ufo defense\XCOM&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Make sure your copy has the [http://openxcom.org/index.php/downloads-extras/ latest patch]. &#039;&#039;&#039;Do not&#039;&#039;&#039; use modded versions (eg. [[XcomUtil]]) as they may cause bugs and crashes.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
=== All platforms ===&lt;br /&gt;
&lt;br /&gt;
Copy the original resources (specifically the GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, UNITS subfolders) to OpenXcom&#039;s Data folder (usually the &amp;quot;data&amp;quot; subfolder). &#039;&#039;&#039;Do not&#039;&#039;&#039; just drag/copy your whole X-COM folder into the Data folder, it won&#039;t work. It should end up like this:&lt;br /&gt;
&lt;br /&gt;
* data&lt;br /&gt;
** GEODATA&lt;br /&gt;
** GEOGRAPH&lt;br /&gt;
** Language&lt;br /&gt;
** MAPS&lt;br /&gt;
** Resources&lt;br /&gt;
** ROUTES&lt;br /&gt;
** Ruleset&lt;br /&gt;
** Shaders&lt;br /&gt;
** SoldierName&lt;br /&gt;
** SOUND&lt;br /&gt;
** TERRAIN&lt;br /&gt;
** UFOGRAPH&lt;br /&gt;
** UFOINTRO&lt;br /&gt;
** UNITS&lt;br /&gt;
&lt;br /&gt;
If you do this incorrectly, you&#039;ll get an error about &amp;quot;X not found&amp;quot;.  For more specific instructions, check your platform below.&lt;br /&gt;
&lt;br /&gt;
==== Video tutorial ====&lt;br /&gt;
A video tutorial that covers the installation [https://www.youtube.com/watch?v=rNneKAwvjoU is available here] (courtesy of [https://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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
The installer will automatically detect Steam installations, patch the game and copy the original data for you, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
If installing manually, copy the resources to the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder.&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Copy the resources to the application&#039;s &#039;&#039;&#039;data&#039;&#039;&#039; resource (right click the application &amp;gt; Show Package Contents &amp;gt; Contents &amp;gt; Resources &amp;gt; data).&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp), version 0.5 or later&lt;br /&gt;
&lt;br /&gt;
Check your distribution&#039;s package manager or the library website on how to install them.&lt;br /&gt;
&lt;br /&gt;
If installing through a package manager, you should copy the resources to &#039;&#039;&#039;/usr/share/openxcom/data&#039;&#039;&#039;, otherwise the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder is preferred.&lt;br /&gt;
&lt;br /&gt;
=== Portable ===&lt;br /&gt;
&lt;br /&gt;
To make a portable version of OpenXcom, just put all the files in the same folder, with a &#039;&#039;&#039;data&#039;&#039;&#039; subfolder for the resources and a &#039;&#039;&#039;user&#039;&#039;&#039; subfolder for your saves and settings.&lt;br /&gt;
&lt;br /&gt;
== Data Folder == &lt;br /&gt;
&lt;br /&gt;
In most cases the OpenXcom data is in the &#039;&#039;&#039;data&#039;&#039;&#039; subfolder, but it will also look in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-data &amp;lt;data path&amp;gt;&amp;quot;. The X-COM and OpenXcom data can be in different folders.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;game directory&amp;gt;\data&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom\data&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom\data&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* &amp;lt;application resources&amp;gt;\data&lt;br /&gt;
* ~/Library/Application Support/OpenXcom/data&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom/data (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_DATA_DIRS/openxcom/data (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom automatically creates a User folder on first startup (if one doesn&#039;t already exists) in one of the following paths, where it stores all your screenshots, savegames and options.&lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;game directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom&lt;br /&gt;
&lt;br /&gt;
== Log file ==&lt;br /&gt;
&lt;br /&gt;
In case you experience any problems or errors during the initial game loading/startup, these will be shown and logged in &#039;&#039;openxcom.log&#039;&#039; in the User Folder. Make sure you installed everything correctly as instructed, and if you still experience problems, check the [http://openxcom.org/forum/ forums].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Highway1_(EU2012)&amp;diff=56486</id>
		<title>Highway1 (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Highway1_(EU2012)&amp;diff=56486"/>
		<updated>2014-04-27T19:40:24Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Data Box (EU2012)&lt;br /&gt;
|missions=[[Alien Terror (EU2012)|Terror Site]]&lt;br /&gt;
|length=57 tiles&lt;br /&gt;
|width=50 tiles&lt;br /&gt;
|area=~2850 tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Starting Location - towards the bottom of the [[Maps (EU2012)|map]] near a semi with a low truck bed.&lt;br /&gt;
* Map is shaped as the intersection of two highways, one of them at a higher level&lt;br /&gt;
* The semi truck at the starting location can be a good perch for [[Sniper (EU2012)|snipers]] with grappling hooks.&lt;br /&gt;
* Ahead to the left is an upper area reached with grappling hook (or a ladder under the billboard) with line of sight to most of the map.&lt;br /&gt;
** In particular, you can target the raised area in the opposite direction with Squad Sight snipers.&lt;br /&gt;
** In contrast, Squad Sight [[Sniper (EU2012)|snipers]] placed in the starting area cannot shoot into the raised area on the right (with the bus), as there is an invisible wall.&lt;br /&gt;
* Up the fallen road span to the right is a bus.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=4&amp;gt;&lt;br /&gt;
File:Highway1.png|Loading screen&lt;br /&gt;
File:Highway1 1 (EU2012).png|LZ overview&lt;br /&gt;
File:Highway1 2 (EU2012).png|Opposite overview&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:M.C._Generator&amp;diff=51840</id>
		<title>Talk:M.C. Generator</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:M.C._Generator&amp;diff=51840"/>
		<updated>2013-11-08T15:33:46Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Created page with &amp;quot;= Building it after being detected = I remeber building a generator after my base was discovered (I was holding them back with Leviathans and/or Bombardment Shields), and after t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Building it after being detected =&lt;br /&gt;
I remeber building a generator after my base was discovered (I was holding them back with Leviathans and/or Bombardment Shields), and after the generator finished constructing, the attacks have stopped.&lt;br /&gt;
&lt;br /&gt;
Anyone else encountered that? Is this normal? [[User:Kkmic|Kkmic]] 10:33, 8 November 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=47723</id>
		<title>Compiling with Make (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=47723"/>
		<updated>2013-07-31T13:16:35Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required packages ==&lt;br /&gt;
* [http://git-scm.com/ git] (git)&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2-dev)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2-dev), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp-dev), version &#039;&#039;&#039;0.3.0 or older&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them on your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
# Open up a terminal.&lt;br /&gt;
# Type &#039;&#039;&#039;git clone &amp;lt;repository url&amp;gt;&#039;&#039;&#039; (the official one or your own fork) to get the latest code.&lt;br /&gt;
# Go into the &#039;&#039;&#039;src/&#039;&#039;&#039; folder inside the repository you just pulled and rename &#039;&#039;&#039;Makefile.simple&#039;&#039;&#039; to just &#039;&#039;&#039;Makefile&#039;&#039;&#039;.&lt;br /&gt;
# Edit the &#039;&#039;&#039;Makefile&#039;&#039;&#039; in case there&#039;s any settings you need to change for your particular platform.&lt;br /&gt;
# Type &#039;&#039;&#039;make&#039;&#039;&#039; to compile all the code.&lt;br /&gt;
# Go to the &#039;&#039;&#039;bin/&#039;&#039;&#039; folder and run &#039;&#039;&#039;./openxcom&#039;&#039;&#039;.&lt;br /&gt;
# In the future, you can stay up to date by using &#039;&#039;&#039;git pull&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=46600</id>
		<title>User talk:Warboy1982</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=46600"/>
		<updated>2013-07-01T13:40:41Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: poked warboy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know that the forum profile link works fine for you, but in order to avoid more headscratching like &amp;quot;wtf? this is my profile!&amp;quot; when clicking it, you may want to use this one: http://openxcom.org/forum/index.php?action=profile;u=969&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45860</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45860"/>
		<updated>2013-04-21T18:33:08Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen (outdated)]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;pauseMode&#039;&#039;&#039;: Controls how the game behaves on loss of focus.&lt;br /&gt;
** 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
** 2 = Slow down the game on loss of focus.&lt;br /&gt;
** 3 = Pause completely on loss of focus.&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of useHQXFilter.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;NewBattle_&#039;&#039;&#039;: (...various options starting with this prefix) Stores your game settings from last time you started a random battle.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=42089</id>
		<title>Development History (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=42089"/>
		<updated>2012-11-28T13:02:45Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Turned the list of features into a table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roadmap ==&lt;br /&gt;
&lt;br /&gt;
Planned features for each stable version of OpenXcom.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Release date !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.1&#039;&#039;&#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] ||&lt;br /&gt;
* Engine&lt;br /&gt;
* Geoscape&lt;br /&gt;
* Basescape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.2&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January 28th, 2011] ||&lt;br /&gt;
* Language strings&lt;br /&gt;
* Saved games&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terrain generation&lt;br /&gt;
** Basic units&lt;br /&gt;
** Basic pathfinding, fog of war, lighting&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.3&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/09/holy-crap-its-version-0-3/ September 1st, 2011] ||&lt;br /&gt;
* Items&lt;br /&gt;
* Purchasing&lt;br /&gt;
* Selling&lt;br /&gt;
* Transferring&lt;br /&gt;
* Ufopaedia&lt;br /&gt;
* Options&lt;br /&gt;
* Platform-specific Folders&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Item equipping, firing, throwing&lt;br /&gt;
** Environment: fire, smoke, explosions, damage, kills&lt;br /&gt;
** Unit stats&lt;br /&gt;
** AI Phase 1 (patrol, aggro)&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;0.4&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/08/incoming-version-0-4/ August 14th, 2012] ||&lt;br /&gt;
* Research&lt;br /&gt;
* Manufacture&lt;br /&gt;
* Rulesets&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terror sites&lt;br /&gt;
** Debriefing, scores, experience and skill ups&lt;br /&gt;
** Large units and other alien units&lt;br /&gt;
** Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.45&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/11/the-handymens-version/ November 5, 2012] ||&lt;br /&gt;
*Ufopaedia&lt;br /&gt;
*Modular rulesets&lt;br /&gt;
*New options&lt;br /&gt;
*Man page / command-line help&lt;br /&gt;
*Logging&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.5&#039;&#039;&#039; || (unreleased) ||&lt;br /&gt;
* Graphs&lt;br /&gt;
* Victory/Defeat&lt;br /&gt;
* Battlescape&lt;br /&gt;
** More alien units&lt;br /&gt;
** Alien base and X-Com base missions&lt;br /&gt;
** AI Phase 2 (grenades, blaster launcher, taking cover)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; 1.0 &#039;&#039;&#039; || (unreleased) ||&lt;br /&gt;
* Resource Packs&lt;br /&gt;
* Intro/Outro&lt;br /&gt;
* Anything else missing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature List ==&lt;br /&gt;
&lt;br /&gt;
List of every X-Com feature and whether it&#039;s supported in the latest stable &lt;br /&gt;
&lt;br /&gt;
OpenXcom version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300&amp;quot; | Game timer&lt;br /&gt;
| width=&amp;quot;75&amp;quot; {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Globe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Ocean rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Land rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Rotation and zoom&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Lighting&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object markers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Country names and details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Cities&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Base placement&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Events&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Terror Site spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Base generation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Base Defenses&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Cydonia&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Favor point gain/loss&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multi-UFO Alien Missions&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | AI/Progression&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission spawning&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Race progression&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Frequency &amp;amp; type of missions&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Interceptions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft list&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Target selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Weapon firing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Dogfight modes&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;X-Com craft behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage indicator&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO view&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multiple dogfights&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Minimizing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battlescape After-Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Experience&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Score&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item recovery&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Wound recovery&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;KIA/MIA soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Promotions&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Re-Equip Soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Graphs&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Options&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Load/Save&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Funding&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Basescape&lt;br /&gt;
|-&lt;br /&gt;
| View base layout&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View base details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View multiple bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Build new bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Base information&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier management&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Craft management&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft equipment&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft armor&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Facility construction / removal&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Manufacture&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Purchase items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Sell items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Transfer items between bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Launch&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Site terrain creation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft/UFO terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unit spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tanks organized in craft&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item generation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equip Screen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit/armor portrait&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit inventory boxes&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ground&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items shown&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  move/equip items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Races&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  animations&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  racial attacks&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  all ranks&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Actions &amp;amp; Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  experience triggers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons at target unit&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  use items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  throw items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fire projectile with occlusion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage to units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fatal wounds&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  stun damage&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  destroy/degenerate terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Night Mission Darkness&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from terrain lights&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items equipped to unit hands&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit built-in/racial items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke stun&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ballistic weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Laser weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  plasma weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  small/rocket launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  blaster launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenades&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Psi-Amps&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  First Aid Kit&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion scanner&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  mind probe&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon effects/functions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade prime state/timer&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  electro-flare&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  projectile launch&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explode on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  waypointed missle&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit moral&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psy-panic&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psy control&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  first aid&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion sensing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42088</id>
		<title>User talk:Kkmic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42088"/>
		<updated>2012-11-28T12:59:44Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Tested tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testbed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Release date !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.1&#039;&#039;&#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] ||&lt;br /&gt;
* Engine&lt;br /&gt;
* Geoscape&lt;br /&gt;
* Basescape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.2&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January 28th, 2011] ||&lt;br /&gt;
* Language strings&lt;br /&gt;
* Saved games&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terrain generation&lt;br /&gt;
** Basic units&lt;br /&gt;
** Basic pathfinding, fog of war, lighting&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.3&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/09/holy-crap-its-version-0-3/ September 1st, 2011] ||&lt;br /&gt;
* Items&lt;br /&gt;
* Purchasing&lt;br /&gt;
* Selling&lt;br /&gt;
* Transferring&lt;br /&gt;
* Ufopaedia&lt;br /&gt;
* Options&lt;br /&gt;
* Platform-specific Folders&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Item equipping, firing, throwing&lt;br /&gt;
** Environment: fire, smoke, explosions, damage, kills&lt;br /&gt;
** Unit stats&lt;br /&gt;
** AI Phase 1 (patrol, aggro)&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;0.4&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/08/incoming-version-0-4/ August 14th, 2012] ||&lt;br /&gt;
* Research&lt;br /&gt;
* Manufacture&lt;br /&gt;
* Rulesets&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terror sites&lt;br /&gt;
** Debriefing, scores, experience and skill ups&lt;br /&gt;
** Large units and other alien units&lt;br /&gt;
** Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.45&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/11/the-handymens-version/ November 5, 2012] ||&lt;br /&gt;
*Ufopaedia&lt;br /&gt;
*Modular rulesets&lt;br /&gt;
*New options&lt;br /&gt;
*Man page / command-line help&lt;br /&gt;
*Logging&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.5&#039;&#039;&#039; || (unreleased) ||&lt;br /&gt;
* Graphs&lt;br /&gt;
* Victory/Defeat&lt;br /&gt;
* Battlescape&lt;br /&gt;
** More alien units&lt;br /&gt;
** Alien base and X-Com base missions&lt;br /&gt;
** AI Phase 2 (grenades, blaster launcher, taking cover)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42087</id>
		<title>User talk:Kkmic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42087"/>
		<updated>2012-11-28T12:45:15Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testbed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Release date !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.1&#039;&#039;&#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] ||&lt;br /&gt;
* Engine&lt;br /&gt;
* Geoscape&lt;br /&gt;
* Basescape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.2&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January 28th, 2011] ||&lt;br /&gt;
* Language strings&lt;br /&gt;
* Saved games&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terrain generation&lt;br /&gt;
** Basic units&lt;br /&gt;
** Basic pathfinding, fog of war, lighting&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42086</id>
		<title>User talk:Kkmic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Kkmic&amp;diff=42086"/>
		<updated>2012-11-28T12:41:38Z</updated>

		<summary type="html">&lt;p&gt;Kkmic: Created page with &amp;quot;Testbed  {| class=&amp;quot;wikitable&amp;quot; |- ! Version !! Release date !! Changes |- | &amp;#039;&amp;#039;&amp;#039;0.1&amp;#039;&amp;#039;&amp;#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] || Example |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testbed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Release date !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.1&#039;&#039;&#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kkmic</name></author>
	</entry>
</feed>