<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Warboy1982</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Warboy1982"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Warboy1982"/>
	<updated>2026-05-01T09:43:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MCD&amp;diff=122854</id>
		<title>MCD</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MCD&amp;diff=122854"/>
		<updated>2025-05-25T23:50:22Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: removed hypothetical context for unused variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}MCD (Map Control Data) files, which are stored in the [[TERRAIN]] folder, contain multiple 62-byte records that define the tiles that make up a given terrain. For example, BARN.MCD defines a number of terrain items such as walls, haybales, floors and ceilings, while DESERT.MCD defines things like sand (ground tiles), sand dunes, rocks, and cacti.&lt;br /&gt;
&lt;br /&gt;
Each MCD file is accompanied by a [[Image_Formats#PCK|PCK and a TAB file]] with the same filename. These contain the image data referenced by the MCD itself. The tiles within the MCD files are referenced by both the files in the [[MAPS|MAPS folder]] and [[MAP.DAT]], in order to create &amp;quot;map modules&amp;quot;; these are then grouped together at run-time to create randomly generated battlescapes.&lt;br /&gt;
&lt;br /&gt;
Often, more than one MCD file will be required to represent a given map. For example, farms are made using tiles from both the CULTIVAT (fields) and BARN (farmhouse) sets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
At run-time, a collated MCD array is created from the smaller sets stored in this folder. In order, this is made up of:&lt;br /&gt;
&lt;br /&gt;
* BLANKS.MCD (two records, the first of which is the black tiles rendered outside of the &amp;quot;map boundaries&amp;quot;, and the second of which is the burnt dirt resulting from explosions).&lt;br /&gt;
* The set(s) corresponding to the terrain (for example, the MCD files corresponding to the desert or forest areas).&lt;br /&gt;
* The set corresponding to the X-COM dropship, if one is present on the map.&lt;br /&gt;
* The set(s) corresponding to the alien craft, if one is present on the map.&lt;br /&gt;
&lt;br /&gt;
This large table may never exceed 256 total entries (or the game will crash). For example, you can&#039;t have an X-COM and an alien craft present in an urban map; this will result in a &amp;quot;too many map-codes&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
The [[MAPS|associated map modules]] are also loaded into a [[MAP.DAT|single large map array]], with the tile indexes modified to account for the re-positioning caused by appending the MCD tables together. For example, a wall tile in the Supply Ship MCD file might be the second record, and that&#039;s what the map module file will index to (well, that plus 2, but see the [[MAPS]] page for more on that): However, after appending the Supply Ship MCD file to the end of the collated MCD array, that wall tile might now be index number two hundred!&lt;br /&gt;
&lt;br /&gt;
Likewise, any tile indexes within the collated MCD files themselves, or to the associated PCK sprites (which are &#039;&#039;also&#039;&#039; collated into a single array), need to be &amp;quot;updated&amp;quot; in the same way (tile indexes within the MCD structure are at offsets [[#44|44]] and [[#46|46]] of each record).&lt;br /&gt;
&lt;br /&gt;
Because the collated MCD array can be (mostly) recreated at any time, it is not written to the hard drive when the user saves the game mid-battle. This has a side effect of causing [[Known_Bugs#Door_jam|doors to stick open]], as offset [[#47|47]] won&#039;t be correctly tracked.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x07&lt;br /&gt;
|Animation of the tile.&lt;br /&gt;
&lt;br /&gt;
The eight bytes refer to images on the PCK files which are used in a sequence (from the first byte to the last) to animate tiles. This animation is used by several tiles on both games, such as doors (see [[#46|[46]]]), bubbles on TFTD, blinking lifts, etc. If all eight frames are the same, it&#039;s a static tile.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x13&lt;br /&gt;
|Line Of Fire Template (LOFT) for the tile. 12 values, each references into [[LOFTEMPS.DAT]] file.&lt;br /&gt;
&lt;br /&gt;
Each LOFT record is a 16x16 grid; these are stacked one over the other, with mcd[8] being the bottom. Used to create a 3D map (16x16x12) of the tile, for LOS. For more info, see [[LOFTEMPS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Reference into [[SCANG.DAT]] file. Two-byte integer ([20] + [21] * 256 + 35 = offset). 4x4 bmp images for the top-down map; see [[SCANG.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x19&lt;br /&gt;
|Four byte value pointing to the RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the terrain file. Only used at run-time.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1D&lt;br /&gt;
|Four byte value pointing to the RAM location of the [[Image_Formats#PCK|PCK set]] used by the terrain file. Only used at run-time.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Boolean: Is sliding door? See [[#46|[46]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Boolean: Blocks visibility of terrain? AKA LOS (Line Of Sight)&lt;br /&gt;
 0 = False = Doesn&#039;t block visibility.&lt;br /&gt;
 1 = True = Blocks visibility.&lt;br /&gt;
Visibility of units is blocked by voxels formed with [[LOFTEMPS.DAT]].&lt;br /&gt;
Note that floor tiles always block visibility of terrain, although their flag is 0, but it&#039;s ignored for floor tiles.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Boolean: Can&#039;t be stood on? For ground tiles: non-flying units fall through. &#039;&#039;Only two ground tiles have this set: BLANKS MCD id 0 and UFO1 MCD id 0&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Boolean: Is Wall? Used for Objects intended to act as Walls; used to make UFO, Skyranger, and Avenger outer &amp;quot;walls&amp;quot; that aren&#039;t otherwise possible as &amp;quot;real&amp;quot; North or West walls. If that sounds ambiguous, that&#039;s because no one&#039;s worked out what it actually does; whether an object can be walked on/through depends on it&#039;s TU cost ([[#39|[39]]]) and height ([[#48|[48]]]). Called &amp;quot;BigWall&amp;quot; in [[MapView]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Boolean: Is Grav lift? Up/down of lifts is determined by whether there is another one above or below in the .MAP.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Boolean: Is hinged door? See [[#46|[46]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Boolean: Blocks fire?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Boolean: Tile blocks smoke (or a &amp;quot;gas&amp;quot; type which was never implemented) from spreading. Used in smoke propagation routine.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Always 3. Defined as &amp;quot;printype&amp;quot;; 3=whole, 2=right side, 1=left side. Since this is always 3 the game prints the entire object, while the assumption is that values of 2 or 1 are possibly used for the map designer. But the actual game totally ignores this value. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|Time units used to walk across the tile (255 means unpassable).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Time units used to slide across the tile (255 means unpassable).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Time units used to fly across the tile (255 means unpassable).&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|For [[#39|[39]]] to [[#41|[41]]], values range from 0 to 8, or are 255. There are only a few places where they are not all the same ([[#39|[39]]]=[[#40|[40]]]=[[#41|[41]]]):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Walk&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Slide&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Fly&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;File&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Description&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
   2   0    2   Avenger Middle ramp object&lt;br /&gt;
 &lt;br /&gt;
  255 255   4   Arctic  Water pools in ice (18 ground MCDs) &lt;br /&gt;
 &lt;br /&gt;
   2   2    0   U_Base  Death &#039;&#039;objects&#039;&#039; for large round containers in alien bases (four quadrants)...&lt;br /&gt;
                        thus, their remnants don&#039;t &#039;&#039;add&#039;&#039; TUs for fliers&lt;br /&gt;
 &lt;br /&gt;
   1   1    0   U_Base  Little green plant objects found on black &amp;quot;base garden&amp;quot; flooring&lt;br /&gt;
 &lt;br /&gt;
   2   2    0   Urbits  Two death objects (splinters on ground) for city&#039;s tall green picket fence &lt;br /&gt;
                        (one is a North-wall fence, the other is a West-wall fence)&lt;br /&gt;
&lt;br /&gt;
Which of the three movement types a given unit uses is determined by [[UNITREF.DAT#11|UnitRef[11]]]. Note that by default, ALL units are &amp;quot;walkers&amp;quot;.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Armor of tile.&lt;br /&gt;
&lt;br /&gt;
*Tile must take this amount of damage to be destroyed, at which point it changes to a tile set according to [[#44|[44]]].&lt;br /&gt;
*Terrain items do not &amp;quot;remember&amp;quot; damage (like units); terrain is either destroyed in a single blast/shot (if damage &amp;gt;= armor) or not.&lt;br /&gt;
*Some things are set to 255 to mean &amp;quot;indestructible&amp;quot; but actually, anything &amp;gt;100 is indestructible in a non-hacked game, and anything &amp;gt;127 (for explosives, 255/2) or &amp;gt;191 (firearms, 255x.75) cannot be destroyed, even in a hacked game (see [[Damage]] re: Damage to terrain).&lt;br /&gt;
*With explosions, all four terrain items in the tile are hit by the same strength, but firearm shots target only one of them.&lt;br /&gt;
*For a loopy exception to explosions being equally applied (due to erroneous data), see [[Explosions#Mile-High Madness|Mountain Madness]].&lt;br /&gt;
*&#039;&#039;[[User:NKF|NKF]]:&#039;&#039; I suppose you could make a gate out of this by creating two tiles, each easily destroyed, which change to the other when hit. One could be walked across, the other could not.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|[[Explosions#HE Block|HE Blockage]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Tile becomes a tile of this type (i.e., this other MCD record in the same MCD file) when destroyed. Also known as the &#039;&#039;&#039;death tile&#039;&#039;&#039;. Also see [[#53|[53]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If [44]=0, it means there is no death tile per se; it reverts to a &amp;quot;raw earth&amp;quot; (BLANKS[01]) tile if on ground, or nothing if in air. (It does not revert to the MCD id 0 record in the current collection.)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Flammability - the higher this is, the less likely the tile will be set on fire.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|If the tile is a door ([[#30|[30]]] or [[#35|[35]]]), the tile will become this tile number when opened. Animation [0] (see [[#0-7|[0-7]]]) is shown until someone walks through the door, in which case it cycles through its animation stopping and holding Animation [7]. Then it will return to a closed door next turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|Flags 1 for the &amp;quot;open&amp;quot; version of a sliding door if a door of that type was opened this turn (hence notifying the game that it needs to search the map for doors to close on the next). Because this value is only used at run-time, and the collated MCD array is not written to disk if the player saves the game, reloading while sliding doors are open will [[Known_Bugs#Door_jam|cause them to jam]] until another door of the same type is opened. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Signed value, usually negative; add this to the graphical Y offset of units or objects on this tile (adding a negative is the same as subtracting, and the lower the Y offset is, the higher the unit will appear on-screen). The value is relative to the level the tile is placed on, so it&#039;s usually 0 (meaning &amp;quot;at the same level&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A unit may only step from one tile to another if the effective difference in tile heights are 8 or less. For example, ground level is at 0, while the lower segment of a staircase will typically have this set to -8 and the higher segment at -16. A soldier can step onto the lower segment from the ground, then onto the upper segment, then finally onto the next level above. He cannot step directly from the ground to the upper staircase, let alone to the next level, as it&#039;s too great a &amp;quot;jump&amp;quot; to perform in a single movement.&lt;br /&gt;
&lt;br /&gt;
The effective difference between levels on the map is 24.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|Subtract this value from the graphical Y offset of the tile image (used for hills).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|Received damage modifier type (taken from [[Damage#Damage_Modifiers|Damage modifier table]]) - Always 0. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|?????? OpenXCom and MCDEditor call this &#039;light block&#039;. Note that the actual game seems to ignore this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|Footstep sound effect. Most likely an index to the .CAT file RAW wave &#039;&#039;-[http://www.strategycore.co.uk/forums/Map-Control-Data-MCD-long-Post-t1468.html BladeFireLight]&lt;br /&gt;
 0 Not used in XCOM (makes a metal sound if hacked); is used on TFTD for some objects&lt;br /&gt;
 1 Metal&lt;br /&gt;
 2 Normal (Grass, Wood, Dirt)&lt;br /&gt;
 3 Three mountain ground tiles, and some city apt. furniture objects that can&#039;t be &lt;br /&gt;
   walked on? (six furniture objects might&#039;ve been - but they&#039;re death tiles that&lt;br /&gt;
   nothing points to.) Uses same sound as 6 in DOS version.&lt;br /&gt;
 4 Pool of water (Not used in XCOM)&lt;br /&gt;
 5 Sand (Desert)&lt;br /&gt;
 6 Martian ground (DOS version), snow (CE version)&lt;br /&gt;
 7 Snow (only DOS version, Not used in XCOM, Arctic terrain actually uses 2)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Tile type:&lt;br /&gt;
 0 Floor&lt;br /&gt;
 1 West Wall&lt;br /&gt;
 2 North Wall&lt;br /&gt;
 3 Object&lt;br /&gt;
&lt;br /&gt;
In the map, there are four bytes per tile: One each for the floor, west wall, north wall and object. If one of those changes (eg is destroyed, or in the case of a door, opened), it is removed from the map and a new object is placed instead. This byte is used to work out which of the four map bytes should recieve the new object.&lt;br /&gt;
&lt;br /&gt;
For example, in the mountains, if you destroy the ground tile you get an object (tree stump). The new tile gets written into the fourth byte of the map record, even though the original tile that was destroyed belonged in the first byte. &lt;br /&gt;
&lt;br /&gt;
As for the potential for change in tile type when becoming death tile ([[#44|[44]]]): There are 22 instances of [[Explosions#Mile-High Madness|Mountain Madness]] (ground to object), 1 instance of North Wall becoming an object (XCOM1 northwall door becomes rubble), one MCD record with tile type of &#039;&#039;&#039;10&#039;&#039;&#039; (Barn 7 which looks like a North Wall and becomes northwall when killed; obviously a typo&#039;d Tile Type), and 31 total instances on 18 different tilesets where objects become ground upon dying (probably to &amp;quot;scorched earth&amp;quot;, but this was not checked).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Explosive type; [[#55|[55]]] must be &amp;gt;0:&lt;br /&gt;
 0 HE&lt;br /&gt;
 1 Smoke&lt;br /&gt;
&#039;&#039;Notes:&#039;&#039;&lt;br /&gt;
#To see explosive objects in XCOM, see [[Explosions#Explosive Map Objects]].&lt;br /&gt;
#Type 0 (HE) explosions follow the usual rules for [[explosions]] (average damage to units decreases by 10 per tile outward, etc.).&lt;br /&gt;
#Hackers: Type 0 (HE) terrain items with little or no armor ([[#42|[42]]]=0) are obliterated before exploding (i.e., they won&#039;t explode, no matter how high [[#55|[55]]] is). Probably also depends on whether it was a very big blast relative to the armor.&lt;br /&gt;
#Chain reactions are exceedingly difficult to set up (per Hobbes). Most of the time when you see e.g. the four sections of the Navigator&#039;s table explode, it&#039;s because you used explosives that actually set off each one individually. It has to do with a balance of, among other things, not obliterating the object (see previous point).&lt;br /&gt;
#Type 1 (Smoke) explosives are strange, and mainly only affect aliens - and very haphazardly at that. XCOM units are only very rarely affected; I could only get it to work if they were 1) unarmored, 2) on a diagonal, and 3) no other objects are &amp;quot;in the way&amp;quot; between the blast moving &amp;quot;over and up&amp;quot; or &amp;quot;up and over&amp;quot; to the diagonal (blast propagation never moves directly diagonally per se; see [[Explosions#Playing With Fire]]). &#039;&#039;-MTR&#039;&#039;&lt;br /&gt;
#Chain reactions are not possible with Type 1 (Smoke) explosive objects.&lt;br /&gt;
#Also, when dealing with smoke damage, remember that if there is already tons of smoke on the map (filling up the smoke table) such that no new smoke can appear, you might get unexpected results (or no effect). &#039;&#039;[[user:Hobbes|Hobbes]]:&#039;&#039; One strange thing that can happen when there&#039;s already too much smoke on the map and an object with [54]=1 explodes is that the alien dies and in the dying animation there&#039;s smoke on that square. &#039;&#039;Just in the dying animation, not after he&#039;s down? -MTR&#039;&#039; - &#039;&#039;I can&#039;t remember right now if the smoke remains afterward. Next time it happens I will check it [[User:Hobbes|Hobbes]] 12:00, 18 Nov 2005 (PST)&#039;&#039;&lt;br /&gt;
#There are no &amp;quot;naturally occurring&amp;quot; HE explosives tiles in UFO. All explosive objects are MCD[54]=1.&lt;br /&gt;
#The game show values of 0=not explosive, 1=normal (which I assume is HE), 2=gas (again, unused feature).&lt;br /&gt;
#TFTD uses both values for [54], 0 (more common, like the barrels on Port) and 1 (the Synomium device on Grunge/Artifact Site).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|Strength of explosion when tile is destroyed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|?????? This is set to 0 for all UFO tiles!&lt;br /&gt;
Called &amp;quot;gasblock&amp;quot; by OpenXCom and SmokeBlock by MCDEditor. Note that the actual game seems to ignore this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|Fuel. The amount of turns this tile will burn for.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Brightness of tile. Amount of light produced.&lt;br /&gt;
&lt;br /&gt;
11 MCDs produce light: 7 alien base objects (several pulsing fuel pods and several 4-part round &amp;quot;museum containers&amp;quot;), 2 XCOM base ground tiles, and 2 city objects (street lamp and large standing room lamp). See [[Night_Missions#Artificial_Lighting|Night Missions]] for pictures. Oddly, values range from 1 for the street lamp to 16 for the alien base museum containers, so lower values must be brighter. The [[Night Missions|distances]] of projected light have yet to be determined, but note that flares and personal lighting ignore vertical distance... at night, a soldier can see aliens on the ground exactly 9 tiles away, regardless of whether the soldier is at ground level or 4 levels high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In practise, it seems if this is not zero then the tile will be fully illuminated regardless of the value. - [[User:Bomb Bloke|Bomb Bloke]] 06:48, 20 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|Special properties of tile. Determines what is salvaged at end of mission. Note that some are not actually used within their respective games:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;                         &amp;lt;b&amp;gt;TFTD (per MapView)&amp;lt;/b&amp;gt;&lt;br /&gt;
  0: &#039;&#039;No Special Properties&#039;&#039;   0: &#039;&#039;No Special Properties&#039;&#039;     0: &#039;&#039;No Special Properties&#039;&#039;&lt;br /&gt;
  1: Entry Point             1: Entry Point               1: Entry Point&lt;br /&gt;
  2: [[UFO Power Source]]        2: [[Ion-Beam Accelerators]]     2: [[Ion-Beam Accelerators]]&lt;br /&gt;
  3: [[UFO Navigation]]          3: [[Magnetic Navigation]]       3: &amp;quot;Destroy Objective&amp;quot;&lt;br /&gt;
  4: [[UFO Construction]]        4: [[Alien Sub Construction]]    4: [[Magnetic Navigation]]&lt;br /&gt;
  5: [[Alien Food]]              5: [[Alien Cryogenics]]          5: [[Alien Cryogenics]]&lt;br /&gt;
  6: [[Alien Reproduction]]      6: [[Alien Cloning]]             6: [[Alien Cloning]]&lt;br /&gt;
  7: [[Alien Entertainment]]     7: [[Alien Learning Arrays]]     7: [[Alien Learning Arrays]]&lt;br /&gt;
  8: [[Alien Surgery]]           8: [[Alien Implanter]]           8: [[Alien Implanter]]&lt;br /&gt;
  9: [[Examination Room]]        9: [[Examination Room (TFTD)|Examination Room]]          9: &amp;quot;Unknown9&amp;quot;&lt;br /&gt;
 10: [[Alien Alloys]]           10: [[Aqua Plastics]]            10: [[Aqua Plastics]]&lt;br /&gt;
 11: [[Alien Habitat]]          11: [[Alien Re-animation Zone]]  11: [[Examination Room (TFTD)|Examination Room]]&lt;br /&gt;
 12: Dead Tile              12: Dead Tile                12: Dead Tile&lt;br /&gt;
 13: Exit Point             13: Exit Point               13: Exit Point&lt;br /&gt;
 14: Alien Brain            14: T&#039;leth Power Cylinders   14: T&#039;leth Power Cylinders&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The images in the TFTD in-game UFOpedia do NOT match the tile-types you&#039;ll recover from the battlescape. For example, the [[Dreadnought]] has tiles which match the UFOpedia entries for the [[Magnetic Navigation]] systems - but they&#039;re really [[Alien Sub Construction]] units, or so your Alien Sub recovery team will tell you! Daishiva&#039;s [[MapView]] presents tiles according to the UFOpedia, hence the additional column.&lt;br /&gt;
* The &amp;quot;entry points&amp;quot; are where your troopers spawn at the start of the map. If you wish to safely abort, your solders must return to those tiles first.&lt;br /&gt;
* The &amp;quot;exit points&amp;quot; are where soldiers must be if you wish to proceed to the next stage of a [[Two Part Missions|two-part mission]] without killing all aliens (by aborting instead).&lt;br /&gt;
* The Brain and Power Cylinder tiles must be destroyed in the final mission, in order to win &#039;&#039;UFO:EU&#039;&#039; and &#039;&#039;TFTD&#039;&#039; respectively.&lt;br /&gt;
* In &#039;&#039;UFO:EU&#039;&#039;, [[Alien Reproduction]] and [[Alien Habitat]] tiles never appear. [[Alien Reproduction]] tiles do have a UFOpedia entry that can be accessed by hacking those units into your stores, but [[Alien Habitat]] tiles do not.&lt;br /&gt;
* In &#039;&#039;TFTD&#039;&#039;, [[Examination Room (TFTD)|Examination Room]] tiles never appear. They do have a UFOpedia entry that can be accessed by hacking those units into your stores, however. [[Alien Re-animation Zone]] tiles can be found naturally, but have no research entry.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Set to 1 for [[Base_Defence#Destruction_Of_Base_Facilities|some]] X-COM base tiles, 0 otherwise. At the end of the battle, the game tallies up the amount of these existing within each &amp;quot;module&amp;quot; of the base (the results are stored in [[MISSION2.DAT]], offsets 80-151) - if the end result for any given module is 0, [[Base_Defence#Destruction_Of_Base_Facilities|it may be destroyed]].&lt;br /&gt;
&lt;br /&gt;
If an alien patrols to a route node which has [[ROUTES.DAT#21|offset [21]]] flagged as anything other then 0, it will intentionally shoot at any tiles with &#039;&#039;this&#039;&#039; offset likewise flagged. If you&#039;re playing a CE version of UFO/TFTD the game will then crash immediately afterwards... either way, best not to let them go up the stairs to where these objects can be found.  ;) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|Unused. Almost half (560 of 1317) MCD records have widely varying values here, from 1 to 255 with no apparent pattern or preferred value. The remaining MCD records are 0. Called &amp;quot;VPs&amp;quot; by the game, this was supposed to be a victory point value for recovery/destruction. It&#039;s not actually used.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of MCD Files==&lt;br /&gt;
Here are the MCD files in Enemy Unknown and Terror From The Deep along with a list of the number of records in each one. Refer to [[TERRAIN]] for more info on their usage in-game (load orders etc):&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;X-COM MCD Files&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Terrain&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Records&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;59&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;barn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;blanks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;All&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;brain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cultivat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;83&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;frniture&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;lightnin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mars&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cydonia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mount&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mountain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;plane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;polar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Polar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;81&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;roads&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ufo1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;urban&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;112&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;urbits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;67&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_bits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_disec2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_ext02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_oper2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFO/Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_wall02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFO/Alien Base/Cydonia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbase1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;97&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbase2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;TFTD MCD Files&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Terrain&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Records&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;asunk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Galleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;atlantis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Atlantis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;77&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;barracud&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barracuda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;blanks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;All&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;103&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;coral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Coral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;49&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;debris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seabed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;deckc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship (Top)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hammer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hammerhead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;leviath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Leviathan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linera&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;manta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;msunk1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;msunk2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mu&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mu&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;pipes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pipes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;planes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Plane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;79&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;port01&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;port02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;psynom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;rocks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact/Seabed/Galleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;sand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;sea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;triton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Triton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Sub/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Sub/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ufobits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Sub&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;41&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Sub&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Sub&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;volc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Volcanic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weeds&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact/Coral/Seabed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;39&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===MikeTheRed&#039;s MCD Database===&lt;br /&gt;
An Access 2000 copy of all MCD data is [[Media:XcomMCD.zip|here]]. It&#039;s from X-COM DOS 1.4, but AFAIK, all X-COM versions use the same data (even down to the buggy [[Explosions#Mile-High_Madness|Mile-High Madness]] MCD record). You will need to use this wiki page to understand it; I did not name the fields. They&#039;re just called by their offset address (see above). This Access database can be readily exported to Excel if you want. Or contact me. There are also a few files giving overall stats; the &amp;quot;Exclude&amp;quot; field for tblFileTypes only means, I excluded them for most counts I&#039;ve made. There are also a few queries that might or might not be helpful.&lt;br /&gt;
&lt;br /&gt;
===BladeFireLight&#039;s MCD Info===&lt;br /&gt;
Another in-depth look at MCD (and more) can be found on [http://www.strategycore.co.uk/forums/lofiversion/index.php?t1468.html this] message by BladeFireLight. His post also contains a [http://www.HexWorkshop.com HexWorkshop] template for viewing MCD files in a logical manner.&lt;br /&gt;
&lt;br /&gt;
===MCD Editor===&lt;br /&gt;
Koralt&#039;s MCDEdit can view or modify MCD files. Find it here: [http://mypage.bluewin.ch/xcom/mcdedit.zip mcdedit.zip]. To see a screencap, scroll to the very bottom of BladeFireLight&#039;s MCD posting (above). MCDEdit needs [http://mypage.bluewin.ch/xcom/vbrun200.zip vbrun200] to run!&lt;br /&gt;
&lt;br /&gt;
There&#039;s also [[MCDEdit|MCDEdit made by volutar]]. It doesn&#039;t need of any extra library and works in windows x64.&lt;br /&gt;
&lt;br /&gt;
===MapView===&lt;br /&gt;
DaiShiva has an excellent utility called [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] for viewing or editing maps. However, it does not allow editing of MCD terrain items per se, AFAIK; just moving/placement of them. Caution: You must install the extensive Microsoft .NET platform to use MapView; see DaiShiva&#039;s site.&lt;br /&gt;
&lt;br /&gt;
===BombBloke&#039;s Hacked Desert Terrain===&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a numerical (ground) tileset which makes weapon damage blast testing easy as pie. It also has a little applet that lets you edit MCD variables Armor [[#42|[42]]], HE Block [[#43|[43]]], and Explosion Strength [[#55|[55]]] (but not type, [[#55|[54]]]), and it includes all four types of terrain item. Find his hacked terrain &lt;br /&gt;
[http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195&amp;amp;# here] or bundled with a savegame [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=114&amp;amp;# here]. To see a screencap of the tiles in action, see [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=112&amp;amp;# this] message.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95063</id>
		<title>Talk:Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95063"/>
		<updated>2020-08-03T07:29:15Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snap accuracy of the sonic turret ==&lt;br /&gt;
&lt;br /&gt;
The sonic turret&#039;s snap accuracy is listed here as 86, but the articles [[Displacer /Sonic]], [[Bio-Drone]] and [[Triscene]] all say that the snap accuracy is 85. Does anyone know what the correct value is, 86 or 85? [[User:Player701|Player701]] ([[User talk:Player701|talk]]) 07:29, 18 April 2020 (UTC)&lt;br /&gt;
: it&#039;s 86 -- [[User:Warboy1982|Warboy1982]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy validation for waypoint weapon ==&lt;br /&gt;
The used accuracy for waypoint weapons is 60, not 50 (xc_BF_Missile_Waypoint_Mode():line 115: v_BF_accuracy = 60;) -- [[User:Warboy1982|Warboy1982]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95049</id>
		<title>Talk:Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95049"/>
		<updated>2020-08-02T15:31:39Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Snap accuracy of the sonic turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snap accuracy of the sonic turret ==&lt;br /&gt;
&lt;br /&gt;
The sonic turret&#039;s snap accuracy is listed here as 86, but the articles [[Displacer /Sonic]], [[Bio-Drone]] and [[Triscene]] all say that the snap accuracy is 85. Does anyone know what the correct value is, 86 or 85? [[User:Player701|Player701]] ([[User talk:Player701|talk]]) 07:29, 18 April 2020 (UTC)&lt;br /&gt;
: it&#039;s 86 -- [[Warboy1982|Warboy1982]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy validation for waypoint weapon ==&lt;br /&gt;
The used accuracy for waypoint weapons is 60, not 50 (xc_BF_Missile_Waypoint_Mode():line 115: v_BF_accuracy = 60;) -- [[Warboy1982|Warboy1982]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95048</id>
		<title>Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95048"/>
		<updated>2020-08-02T15:31:27Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: Undo revision 95047 by Warboy1982 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Innate Weapons ==&lt;br /&gt;
&lt;br /&gt;
Innate weapons, or built-in weapons are attached to X-Com SWS and Alien Terror Units. This section lists the data for all of the innate weapons found in the Terror From The Deep game executables. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All accuracy values are the base value before they are modified by the unit attributes and difficulty level modifiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  {{stdTable}} width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | Innate Weapons (TFTD)&lt;br /&gt;
|-&lt;br /&gt;
! BigObs Index&lt;br /&gt;
! Used by&lt;br /&gt;
! Damage&lt;br /&gt;
! Snap Acc%&lt;br /&gt;
! Snap TU%&lt;br /&gt;
! Auto Acc%&lt;br /&gt;
! Auto TU%&lt;br /&gt;
! Aimed Acc%&lt;br /&gt;
! Aimed TU%&lt;br /&gt;
! Waypoint&lt;br /&gt;
|-  &lt;br /&gt;
| 4 / 0x04&lt;br /&gt;
| [[Coelacanth/G. Cannon|Coelacanth/Gas Cannon]]&lt;br /&gt;
| 60 AP&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 80&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 12 / 0x0C&lt;br /&gt;
| [[Coelacanth/Aqua Jet]] &lt;br /&gt;
| 85 HE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 55&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 115&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 17 / 0x11&lt;br /&gt;
| [[Coelacanth/Gauss]] &lt;br /&gt;
| 110 Gauss&lt;br /&gt;
| 50&lt;br /&gt;
| 33&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 85&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 36 / 0x24&lt;br /&gt;
| [[Displacer /Sonic|Displacer/Sonic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bio-Drone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triscene]] &lt;br /&gt;
| 110 Sonic&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 86&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|- &lt;br /&gt;
| 40 / 0x28&lt;br /&gt;
| [[Displacer /P. W. T.|Displacer/PWT]] &lt;br /&gt;
| 140 HE&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 120&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 80&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| 38 / 0x26&lt;br /&gt;
| Unused&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
| 140 Electric Shock&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Xarquid]]&lt;br /&gt;
| 130 Sonic&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Deep One]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 100 Gauss&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; These values do not agree with their numbers reported in the Ufopedia. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: These values are not used by the Displacer/PWT. Instead the costs for waypoint weapons are used. 66% TUs and 60% accuracy respectively. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: This weapon slot formerly belonged to the [[Celatid]]. It is not attached to any aliens.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;: When controlled by the AI and if the selected unit is a Deep One, thrown weapon physics will be applied to this weapon&#039;s projectile, treating the projectile as an object with a weight of 10. This allows the projectile to be fired over obstacles like a grenade. Under player control, the standard straight-line targeting will be used. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;: This damage type is correct.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]] [[Category:Data tables]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95047</id>
		<title>Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95047"/>
		<updated>2020-08-02T15:29:42Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Innate Weapons ==&lt;br /&gt;
&lt;br /&gt;
Innate weapons, or built-in weapons are attached to X-Com SWS and Alien Terror Units. This section lists the data for all of the innate weapons found in the Terror From The Deep game executables. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All accuracy values are the base value before they are modified by the unit attributes and difficulty level modifiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  {{stdTable}} width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | Innate Weapons (TFTD)&lt;br /&gt;
|-&lt;br /&gt;
! BigObs Index&lt;br /&gt;
! Used by&lt;br /&gt;
! Damage&lt;br /&gt;
! Snap Acc%&lt;br /&gt;
! Snap TU%&lt;br /&gt;
! Auto Acc%&lt;br /&gt;
! Auto TU%&lt;br /&gt;
! Aimed Acc%&lt;br /&gt;
! Aimed TU%&lt;br /&gt;
! Waypoint&lt;br /&gt;
|-  &lt;br /&gt;
| 4 / 0x04&lt;br /&gt;
| [[Coelacanth/G. Cannon|Coelacanth/Gas Cannon]]&lt;br /&gt;
| 60 AP&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 80&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 12 / 0x0C&lt;br /&gt;
| [[Coelacanth/Aqua Jet]] &lt;br /&gt;
| 85 HE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 55&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 115&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 17 / 0x11&lt;br /&gt;
| [[Coelacanth/Gauss]] &lt;br /&gt;
| 110 Gauss&lt;br /&gt;
| 50&lt;br /&gt;
| 33&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 85&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 36 / 0x24&lt;br /&gt;
| [[Displacer /Sonic|Displacer/Sonic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bio-Drone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triscene]] &lt;br /&gt;
| 110 Sonic&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 85&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|- &lt;br /&gt;
| 40 / 0x28&lt;br /&gt;
| [[Displacer /P. W. T.|Displacer/PWT]] &lt;br /&gt;
| 140 HE&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 120&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 80&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| 38 / 0x26&lt;br /&gt;
| Unused&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
| 140 Electric Shock&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Xarquid]]&lt;br /&gt;
| 130 Sonic&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Deep One]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 100 Gauss&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; These values do not agree with their numbers reported in the Ufopedia. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: These values are not used by the Displacer/PWT. Instead the costs for waypoint weapons are used. 66% TUs and 60% accuracy respectively. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: This weapon slot formerly belonged to the [[Celatid]]. It is not attached to any aliens.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;: When controlled by the AI and if the selected unit is a Deep One, thrown weapon physics will be applied to this weapon&#039;s projectile, treating the projectile as an object with a weight of 10. This allows the projectile to be fired over obstacles like a grenade. Under player control, the standard straight-line targeting will be used. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;: This damage type is correct.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]] [[Category:Data tables]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95046</id>
		<title>Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Innate_Weapons_(TFTD)&amp;diff=95046"/>
		<updated>2020-08-02T15:28:27Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Innate Weapons ==&lt;br /&gt;
&lt;br /&gt;
Innate weapons, or built-in weapons are attached to X-Com SWS and Alien Terror Units. This section lists the data for all of the innate weapons found in the Terror From The Deep game executables. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All accuracy values are the base value before they are modified by the unit attributes and difficulty level modifiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  {{stdTable}} width=&amp;quot;90%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | Innate Weapons (TFTD)&lt;br /&gt;
|-&lt;br /&gt;
! BigObs Index&lt;br /&gt;
! Used by&lt;br /&gt;
! Damage&lt;br /&gt;
! Snap Acc%&lt;br /&gt;
! Snap TU%&lt;br /&gt;
! Auto Acc%&lt;br /&gt;
! Auto TU%&lt;br /&gt;
! Aimed Acc%&lt;br /&gt;
! Aimed TU%&lt;br /&gt;
! Waypoint&lt;br /&gt;
|-  &lt;br /&gt;
| 4 / 0x04&lt;br /&gt;
| [[Coelacanth/G. Cannon|Coelacanth/Gas Cannon]]&lt;br /&gt;
| 60 AP&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 80&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 12 / 0x0C&lt;br /&gt;
| [[Coelacanth/Aqua Jet]] &lt;br /&gt;
| 85 HE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 55&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 115&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 17 / 0x11&lt;br /&gt;
| [[Coelacanth/Gauss]] &lt;br /&gt;
| 110 Gauss&lt;br /&gt;
| 50&lt;br /&gt;
| 33&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 85&lt;br /&gt;
| 75&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 36 / 0x24&lt;br /&gt;
| [[Displacer /Sonic|Displacer/Sonic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bio-Drone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triscene]] &lt;br /&gt;
| 110 Sonic&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 86&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|- &lt;br /&gt;
| 40 / 0x28&lt;br /&gt;
| [[Displacer /P. W. T.|Displacer/PWT]] &lt;br /&gt;
| 140 HE&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 120&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 80&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| 38 / 0x26&lt;br /&gt;
| Unused&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
| 140 Electric Shock&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Xarquid]]&lt;br /&gt;
| 130 Sonic&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| 34 / 0x22&lt;br /&gt;
| [[Deep One]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 100 Gauss&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 50&lt;br /&gt;
| 35&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; These values do not agree with their numbers reported in the Ufopedia. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: These values are not used by the Displacer/PWT. Instead the costs for waypoint weapons are used. 66% TUs and 60% accuracy respectively. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: This weapon slot formerly belonged to the [[Celatid]]. It is not attached to any aliens.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;: When controlled by the AI and if the selected unit is a Deep One, thrown weapon physics will be applied to this weapon&#039;s projectile, treating the projectile as an object with a weight of 10. This allows the projectile to be fired over obstacles like a grenade. Under player control, the standard straight-line targeting will be used. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;: This damage type is correct.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]] [[Category:Data tables]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95045</id>
		<title>Talk:Innate Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Innate_Weapons_(TFTD)&amp;diff=95045"/>
		<updated>2020-08-02T15:17:38Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Snap accuracy of the sonic turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Snap accuracy of the sonic turret ==&lt;br /&gt;
&lt;br /&gt;
The sonic turret&#039;s snap accuracy is listed here as 86, but the articles [[Displacer /Sonic]], [[Bio-Drone]] and [[Triscene]] all say that the snap accuracy is 85. Does anyone know what the correct value is, 86 or 85? [[User:Player701|Player701]] ([[User talk:Player701|talk]]) 07:29, 18 April 2020 (UTC)&lt;br /&gt;
: it&#039;s 85 -- [[Warboy1982|Warboy1982]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy validation for waypoint weapon ==&lt;br /&gt;
The used accuracy for waypoint weapons is 60, not 50 (xc_BF_Missile_Waypoint_Mode():line 115: v_BF_accuracy = 60;) -- [[Warboy1982|Warboy1982]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zombie_(TFTD)&amp;diff=94993</id>
		<title>Zombie (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zombie_(TFTD)&amp;diff=94993"/>
		<updated>2020-07-31T13:16:41Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a [[Tentaculat]] attacks, the victim will turn into a &#039;&#039;&#039;zombie&#039;&#039;&#039; that becomes a new Tentaculat if it&#039;s killed. Zombies cannot be stunned or captured, nor do they ever leave Zombie corpses.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               40&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            84&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         40&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          84&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;          110&lt;br /&gt;
 &#039;&#039;&#039;MC Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;MC Strength:&#039;&#039;&#039;       80&lt;br /&gt;
 &#039;&#039;&#039;Armor (all sides):&#039;&#039;&#039;  4&lt;br /&gt;
 &#039;&#039;&#039;Energy Recharge:&#039;&#039;&#039;   20&lt;br /&gt;
 &#039;&#039;&#039;Victory Points:&#039;&#039;&#039;    18&lt;br /&gt;
 &#039;&#039;&#039;Aggression:&#039;&#039;&#039;         2&lt;br /&gt;
 &#039;&#039;&#039;Intelligence:&#039;&#039;&#039;       3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            84&lt;br /&gt;
 &#039;&#039;&#039;Melee:&#039;&#039;&#039;             80%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               15&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:TFTD ZOMBIE24.PNG|200px|right]] &lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes. Zombies:&lt;br /&gt;
* Take 0.9x damage from AP, Phosphor, High Explosive, and Sonic ammunitions, and 0.8x damage from Gauss weapons.&lt;br /&gt;
* 1.1x damage from melee drills.&lt;br /&gt;
* Hit does 1.6x damage to un-armoured Aquanauts and 0.8x damage to SWSs.&lt;br /&gt;
* Are not affected by stun weapons. However, they still receive a small portion of [[Stun]] damage from conventional weapons.&lt;br /&gt;
* Have a melee attack equal to its strength (strong).&lt;br /&gt;
* Are very slow, so they can be outrun.&lt;br /&gt;
* Can be mind-controlled.&lt;br /&gt;
* Have constant stats regardless of the original human&#039;s skills or difficulty level.&lt;br /&gt;
* If the killing shot is of an [[Incendiary]] nature, the Tentaculat does not hatch. The corpse generated from killing a Zombie will look like a Tentaculat and the death scream will sound like that of a human. &lt;br /&gt;
* Research seems to indicate (in X-COM EU) that if you &#039;&#039;don&#039;t&#039;&#039; shoot the zombies, they will never hatch on their own. This, however, is contrary to many eye-witness accounts.&lt;br /&gt;
* When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting Tentaculat too.&lt;br /&gt;
* An exploit exists whereby it is possible to gain permanent control of a Tentaculat (see below).&lt;br /&gt;
* There is no in game UFOPedia entry for the Zombie, as it can neither be killed nor captured. [[Data corruption]] can provide a Zombie research topic, but this crashes the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Not to be confused with [[User:Zombie|Zombie]], the user, Longtime X-COM community member, tactician and number cruncher.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
*[[Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=94990</id>
		<title>Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=94990"/>
		<updated>2020-07-31T13:10:32Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage modifiers, synonymous with resistances or vulnerabilities, are a percentage that alter the base damage of any particular damage type. Every unit in the game has a table with different percentages assigned to all of the possible damage types. These values make the units vulnerable to or strong against different damage types. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;80%&amp;quot; {{StdCenterTable}}&amp;gt;&lt;br /&gt;
		&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ammo Type&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th colspan=&amp;quot;14&amp;quot;&amp;gt;Damage Modifier Category&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Ter&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Hu+&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;PAA*&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;IA&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Tnk&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;DpO&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Gil&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Tas&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Cal&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Tnt&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Lob&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Xar/Bio&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Hal&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;Tri/Zom&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Armour Piercing&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Incendiary&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;High-Explosive&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Gauss&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Sonic&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Stun(Freeze)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Drill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;145&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Electric Shock**&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 &amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Due to a bug in the unit spawn routine, Plastic Aqua Armour is instead assigned the modifiers for Ion Armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Nothing in vanilla TFTD actually inflicts Electric Shock damage.&lt;br /&gt;
&lt;br /&gt;
Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect.&lt;br /&gt;
&lt;br /&gt;
(For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file, preceded directly by the decimal variable &amp;quot;26&amp;quot; (offset 781F4 in the CE version). They are listed in left to right order as two byte integers, using the table above as a reference - in groups of 14 variables for each ammo type.) &lt;br /&gt;
&lt;br /&gt;
The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Column !! Unit Type(s)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ter&#039;&#039;&#039; || Terrain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hu+&#039;&#039;&#039; || Unarmored Soldiers, Civilians, Aquatoids&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PAA&#039;&#039;&#039; || Plastic Aqua Armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;IA&#039;&#039;&#039; || Ion Armor and Magnetic Ion Armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tnk&#039;&#039;&#039; || Coelacanths and Displacers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DpO&#039;&#039;&#039; || Deep Ones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gil&#039;&#039;&#039; || Gill Men&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tas&#039;&#039;&#039; || Tasoths&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cal&#039;&#039;&#039; || Calcinites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tnt&#039;&#039;&#039; || Tentaculats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lob&#039;&#039;&#039; || Lobstermen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Xar/Bio&#039;&#039;&#039; || Xarquids and Bio-Drones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hal&#039;&#039;&#039; || Hallucinoids&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tri/Zom&#039;&#039;&#039; || Triscenes and Zombies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Coelacanth and Displacer damage modifiers are not shown in the Official Strategy Guide.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=87509</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=87509"/>
		<updated>2018-08-09T14:35:59Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Armor */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
=== Starting Base ===&lt;br /&gt;
&lt;br /&gt;
Defines the content of the base at the start of game.&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;randomSoldiers&#039;&#039;&#039;&lt;br /&gt;
| Determines number and type of starting X-Com soldiers.&lt;br /&gt;
If a mod contains more than one type of soldiers, this can also be specified with:&lt;br /&gt;
  randomSoldiers:&lt;br /&gt;
    STR_SOLDIER: 3&lt;br /&gt;
    STR_ANOTHER_SOLDIER: 7&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;scientists&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting scientists. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;engineers&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting engineers.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;facilities&#039;&#039;&#039;&lt;br /&gt;
| List of starting base facilities and their position (x and y coordinates being 0-5).&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| List of starting items in the base, excluding items on crafts.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| List of starting crafts in the base and items on board.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions.&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 taken from &#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 detection chance dependent on its &#039;&#039;&#039;radarChance&#039;&#039;&#039;.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this craft radar detecting a UFO that enters its range.&lt;br /&gt;
| 100&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 hour 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;, and &#039;&#039;&#039;reamRate&#039;&#039;&#039; should be a multiple of &#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;
&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 the first &#039;&#039;above water&#039;&#039; sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images. &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. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon. Use clipsize -1 for melee weapons. If clipsize is 0 for a melee weapon, the game will crash if an AI unit attacks with it.&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;waypoints&#039;&#039;&#039;&lt;br /&gt;
| Gives the integer number of waypoints the weapon can use. (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system. &amp;quot;-1&amp;quot; means unlimited waypoints.&lt;br /&gt;
| -&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;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&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;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;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;
| &#039;&#039;&#039;missionScore&#039;&#039;&#039;&lt;br /&gt;
| Negative points awarded each half hour the UFO is airborne, and twice this value when landed&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| Optional flag - any terrains listed here will override the Geoscape terrains normally used when generating maps with UFOs present&lt;br /&gt;
| -&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;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 - adds a mapblock can be combined with size, group, executions and blocks (for a weighted list)&lt;br /&gt;
* addLine - adds a line of mapblocks from groups (roads for example)&lt;br /&gt;
* addCraft - adds X-Com craft towards map&lt;br /&gt;
* addUFO - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&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, representing y/x/width/height.&lt;br /&gt;
| full map [y,x,mapSize_width,mapSize_heigth]&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;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&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 used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&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. 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. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&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 soldiers 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;
| 0&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]] (identical to routine 0 except for the placement of a single arm frame while walking in a specific direction, use routine 0 instead)&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;
* 22 = Inverted [[Cyberdisc]] (propulsion animation on top)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&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;.&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]]&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 type.&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 soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&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;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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. No value means no sound at death.&lt;br /&gt;
| - &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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeaponSets&#039;&#039;&#039;&lt;br /&gt;
| A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerIcon&#039;&#039;&#039;&lt;br /&gt;
| What icon should be used to represent this base/site (taken from GlobeMarkers section on Extrasprites)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (see below).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionType&#039;&#039;&#039;&lt;br /&gt;
| Which mission should this base generate? (usually supply missions - can be used to generate any mission, with the exception of Terror Sites where the UFO will be generated but the site will never appear) &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionFreq&#039;&#039;&#039;&lt;br /&gt;
| Daily chance for the base mission to be generated.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienBase&#039;&#039;&#039;&lt;br /&gt;
| Used only for New Battle mode&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| Negative score applied for each day this mission is active (applied daily for bases, or every half hour for mission sites)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&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;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turnLimit&#039;&#039;&#039;&lt;br /&gt;
| The amount of turns before the mission ends automatically.&lt;br /&gt;
| 0 (no limit)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;chronoTrigger&#039;&#039;&#039;&lt;br /&gt;
| What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cheatTurn&#039;&#039;&#039;&lt;br /&gt;
| When the aliens became aware of all your units (on vanilla it was after turn 20)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the &#039;Hidden Movement&#039; screens as &#039;1/20&#039;, &#039;2/20&#039;, etc., and the numbers will switch to red when there&#039;s less than 3 turns remaining. &lt;br /&gt;
* chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:&lt;br /&gt;
** 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn&#039;t completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.&lt;br /&gt;
** 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you&#039;ll need to bring at least 1 soldier to the next stage.&lt;br /&gt;
** 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you&#039;ll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.&lt;br /&gt;
** Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units. &lt;br /&gt;
* cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.&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;
|-&lt;br /&gt;
| &#039;&#039;&#039;destroyItem&#039;&#039;&#039;&lt;br /&gt;
| Will this item be destroyed (removed from stores) after research is finished?&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;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;siteType&#039;&#039;&#039;&lt;br /&gt;
| mission type to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;retaliationOdds&#039;&#039;&#039;&lt;br /&gt;
| Probability that a UFO shot down while performing this mission will generate a Retaliation mission.&lt;br /&gt;
| -&lt;br /&gt;
|-&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 minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)&lt;br /&gt;
* If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days&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;
Further example: (takes advantage of the ability to drop numerous images into a single folder that will then behave as a sprite sheet)&lt;br /&gt;
&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/sprite/&lt;br /&gt;
(The folder &amp;quot;/sprite/&amp;quot; is required to make this work. Files within will be numbered sequential from the number defined above. &amp;quot;0&amp;quot; in this case.)&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;
Warning for adding .wav files: the game works with low bitrate, uncompressed mono PCM wav. Any other format is likely to not work.&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=87508</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=87508"/>
		<updated>2018-08-09T14:32:21Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Armor */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
=== Starting Base ===&lt;br /&gt;
&lt;br /&gt;
Defines the content of the base at the start of game.&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;randomSoldiers&#039;&#039;&#039;&lt;br /&gt;
| Determines number and type of starting X-Com soldiers.&lt;br /&gt;
If a mod contains more than one type of soldiers, this can also be specified with:&lt;br /&gt;
  randomSoldiers:&lt;br /&gt;
    STR_SOLDIER: 3&lt;br /&gt;
    STR_ANOTHER_SOLDIER: 7&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;scientists&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting scientists. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;engineers&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting engineers.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;facilities&#039;&#039;&#039;&lt;br /&gt;
| List of starting base facilities and their position (x and y coordinates being 0-5).&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| List of starting items in the base, excluding items on crafts.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| List of starting crafts in the base and items on board.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions.&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 taken from &#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 detection chance dependent on its &#039;&#039;&#039;radarChance&#039;&#039;&#039;.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this craft radar detecting a UFO that enters its range.&lt;br /&gt;
| 100&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 hour 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;, and &#039;&#039;&#039;reamRate&#039;&#039;&#039; should be a multiple of &#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;
&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 the first &#039;&#039;above water&#039;&#039; sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images. &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. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon. Use clipsize -1 for melee weapons. If clipsize is 0 for a melee weapon, the game will crash if an AI unit attacks with it.&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;waypoints&#039;&#039;&#039;&lt;br /&gt;
| Gives the integer number of waypoints the weapon can use. (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system. &amp;quot;-1&amp;quot; means unlimited waypoints.&lt;br /&gt;
| -&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;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&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;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;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;
| &#039;&#039;&#039;missionScore&#039;&#039;&#039;&lt;br /&gt;
| Negative points awarded each half hour the UFO is airborne, and twice this value when landed&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| Optional flag - any terrains listed here will override the Geoscape terrains normally used when generating maps with UFOs present&lt;br /&gt;
| -&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;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 - adds a mapblock can be combined with size, group, executions and blocks (for a weighted list)&lt;br /&gt;
* addLine - adds a line of mapblocks from groups (roads for example)&lt;br /&gt;
* addCraft - adds X-Com craft towards map&lt;br /&gt;
* addUFO - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&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, representing y/x/width/height.&lt;br /&gt;
| full map [y,x,mapSize_width,mapSize_heigth]&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;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&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 used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&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. 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. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&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 soldiers 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;
| 0&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]] (identical to routine 0 except for the placement of a single arm frame while walking)&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;
* 22 = Inverted [[Cyberdisc]] (propulsion animation on top)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&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;.&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]]&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 type.&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 soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&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;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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. No value means no sound at death.&lt;br /&gt;
| - &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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeaponSets&#039;&#039;&#039;&lt;br /&gt;
| A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerIcon&#039;&#039;&#039;&lt;br /&gt;
| What icon should be used to represent this base/site (taken from GlobeMarkers section on Extrasprites)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (see below).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionType&#039;&#039;&#039;&lt;br /&gt;
| Which mission should this base generate? (usually supply missions - can be used to generate any mission, with the exception of Terror Sites where the UFO will be generated but the site will never appear) &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionFreq&#039;&#039;&#039;&lt;br /&gt;
| Daily chance for the base mission to be generated.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienBase&#039;&#039;&#039;&lt;br /&gt;
| Used only for New Battle mode&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| Negative score applied for each day this mission is active (applied daily for bases, or every half hour for mission sites)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&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;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turnLimit&#039;&#039;&#039;&lt;br /&gt;
| The amount of turns before the mission ends automatically.&lt;br /&gt;
| 0 (no limit)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;chronoTrigger&#039;&#039;&#039;&lt;br /&gt;
| What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cheatTurn&#039;&#039;&#039;&lt;br /&gt;
| When the aliens became aware of all your units (on vanilla it was after turn 20)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the &#039;Hidden Movement&#039; screens as &#039;1/20&#039;, &#039;2/20&#039;, etc., and the numbers will switch to red when there&#039;s less than 3 turns remaining. &lt;br /&gt;
* chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:&lt;br /&gt;
** 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn&#039;t completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.&lt;br /&gt;
** 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you&#039;ll need to bring at least 1 soldier to the next stage.&lt;br /&gt;
** 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you&#039;ll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.&lt;br /&gt;
** Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units. &lt;br /&gt;
* cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.&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;
|-&lt;br /&gt;
| &#039;&#039;&#039;destroyItem&#039;&#039;&#039;&lt;br /&gt;
| Will this item be destroyed (removed from stores) after research is finished?&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;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;siteType&#039;&#039;&#039;&lt;br /&gt;
| mission type to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;retaliationOdds&#039;&#039;&#039;&lt;br /&gt;
| Probability that a UFO shot down while performing this mission will generate a Retaliation mission.&lt;br /&gt;
| -&lt;br /&gt;
|-&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 minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)&lt;br /&gt;
* If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days&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;
Further example: (takes advantage of the ability to drop numerous images into a single folder that will then behave as a sprite sheet)&lt;br /&gt;
&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/sprite/&lt;br /&gt;
(The folder &amp;quot;/sprite/&amp;quot; is required to make this work. Files within will be numbered sequential from the number defined above. &amp;quot;0&amp;quot; in this case.)&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;
Warning for adding .wav files: the game works with low bitrate, uncompressed mono PCM wav. Any other format is likely to not work.&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=85158</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=85158"/>
		<updated>2017-07-18T05:17:14Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Armor */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
=== Starting Base ===&lt;br /&gt;
&lt;br /&gt;
Defines the content of the base at the start of game.&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;randomSoldiers&#039;&#039;&#039;&lt;br /&gt;
| Determines number and type of starting X-Com soldiers.&lt;br /&gt;
If a mod contains more than one type of soldiers, this can also be specified with:&lt;br /&gt;
  randomSoldiers:&lt;br /&gt;
    STR_SOLDIER: 3&lt;br /&gt;
    STR_ANOTHER_SOLDIER: 7&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;scientists&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting scientists. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;engineers&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting engineers.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;facilities&#039;&#039;&#039;&lt;br /&gt;
| List of starting base facilities and their position (x and y coordinates being 0-5).&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| List of starting items in the base, excluding items on crafts.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| List of starting crafts in the base and items on board.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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 taken from &#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 detection chance dependent on its &#039;&#039;&#039;radarChance&#039;&#039;&#039;.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this craft radar detecting a UFO that enters its range.&lt;br /&gt;
| 100&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 hour 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;, and &#039;&#039;&#039;reamRate&#039;&#039;&#039; should be a multiple of &#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;
&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 the first &#039;&#039;above water&#039;&#039; sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images. &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. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon. Use clipsize -1 for melee weapons. If clipsize is 0 for a melee weapon, the game will crash if an AI unit attacks with it.&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;waypoints&#039;&#039;&#039;&lt;br /&gt;
| Gives the integer number of waypoints the weapon can use. (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system. &amp;quot;-1&amp;quot; means unlimited waypoints.&lt;br /&gt;
| -&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;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&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;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;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;
| &#039;&#039;&#039;missionScore&#039;&#039;&#039;&lt;br /&gt;
| Negative points awarded each half hour the UFO is airborne, and twice this value when landed&lt;br /&gt;
| 1&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;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 - adds a mapblock can be combined with size, group, executions and blocks (for a weighted list)&lt;br /&gt;
* addLine - adds a line of mapblocks from groups (roads for example)&lt;br /&gt;
* addCraft - adds X-Com craft towards map&lt;br /&gt;
* addUFO - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&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, representing y/x/width/height.&lt;br /&gt;
| full map [y,x,mapSize_width,mapSize_heigth]&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;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&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 used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&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. 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. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&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 soldiers 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;
| 0&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;
* 22 = Inverted [[Cyberdisc]] (propulsion animation on top)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&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;.&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]]&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 type.&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 soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&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;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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. No value means no sound at death.&lt;br /&gt;
| - &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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeaponSets&#039;&#039;&#039;&lt;br /&gt;
| A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerIcon&#039;&#039;&#039;&lt;br /&gt;
| What icon should be used to represent this base/site (taken from GlobeMarkers section on Extrasprites)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (see below).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionType&#039;&#039;&#039;&lt;br /&gt;
| Which mission should this base generate? (usually supply missions) &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionFreq&#039;&#039;&#039;&lt;br /&gt;
| Daily chance for the base mission to be generated.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienBase&#039;&#039;&#039;&lt;br /&gt;
| Used only for New Battle mode&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| Negative score applied for each day this mission is active (applied daily for bases, or every half hour for mission sites)&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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&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;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turnLimit&#039;&#039;&#039;&lt;br /&gt;
| The amount of turns before the mission ends automatically.&lt;br /&gt;
| 0 (no limit)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;chronoTrigger&#039;&#039;&#039;&lt;br /&gt;
| What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cheatTurn&#039;&#039;&#039;&lt;br /&gt;
| When the aliens became aware of all your units (on vanilla it was after turn 20)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the &#039;Hidden Movement&#039; screens as &#039;1/20&#039;, &#039;2/20&#039;, etc., and the numbers will switch to red when there&#039;s less than 3 turns remaining. &lt;br /&gt;
* chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:&lt;br /&gt;
** 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn&#039;t completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.&lt;br /&gt;
** 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you&#039;ll need to bring at least 1 soldier to the next stage.&lt;br /&gt;
** 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you&#039;ll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.&lt;br /&gt;
** Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units. &lt;br /&gt;
* cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.&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;
|-&lt;br /&gt;
| &#039;&#039;&#039;destroyItem&#039;&#039;&#039;&lt;br /&gt;
| Will this item be destroyed (removed from stores) after research is finished?&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;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;siteType&#039;&#039;&#039;&lt;br /&gt;
| mission type to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&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 minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)&lt;br /&gt;
* If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days&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;
Further example: (takes advantage of the ability to drop numerous images into a single folder that will then behave as a sprite sheet)&lt;br /&gt;
&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/sprite/&lt;br /&gt;
(The folder &amp;quot;/sprite/&amp;quot; is required to make this work. Files within will be numbered sequential from the number defined above. &amp;quot;0&amp;quot; in this case.)&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=85157</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=85157"/>
		<updated>2017-07-18T05:16:25Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Armor */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
=== Starting Base ===&lt;br /&gt;
&lt;br /&gt;
Defines the content of the base at the start of game.&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;randomSoldiers&#039;&#039;&#039;&lt;br /&gt;
| Determines number and type of starting X-Com soldiers.&lt;br /&gt;
If a mod contains more than one type of soldiers, this can also be specified with:&lt;br /&gt;
  randomSoldiers:&lt;br /&gt;
    STR_SOLDIER: 3&lt;br /&gt;
    STR_ANOTHER_SOLDIER: 7&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;scientists&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting scientists. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;engineers&#039;&#039;&#039;&lt;br /&gt;
| Determines number of starting engineers.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;facilities&#039;&#039;&#039;&lt;br /&gt;
| List of starting base facilities and their position (x and y coordinates being 0-5).&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| List of starting items in the base, excluding items on crafts.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| List of starting crafts in the base and items on board.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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 taken from &#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 detection chance dependent on its &#039;&#039;&#039;radarChance&#039;&#039;&#039;.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this craft radar detecting a UFO that enters its range.&lt;br /&gt;
| 100&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 hour 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;, and &#039;&#039;&#039;reamRate&#039;&#039;&#039; should be a multiple of &#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;
&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 the first &#039;&#039;above water&#039;&#039; sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images. &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. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon. Use clipsize -1 for melee weapons. If clipsize is 0 for a melee weapon, the game will crash if an AI unit attacks with it.&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;waypoints&#039;&#039;&#039;&lt;br /&gt;
| Gives the integer number of waypoints the weapon can use. (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system. &amp;quot;-1&amp;quot; means unlimited waypoints.&lt;br /&gt;
| -&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;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&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;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;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;
| &#039;&#039;&#039;missionScore&#039;&#039;&#039;&lt;br /&gt;
| Negative points awarded each half hour the UFO is airborne, and twice this value when landed&lt;br /&gt;
| 1&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;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 - adds a mapblock can be combined with size, group, executions and blocks (for a weighted list)&lt;br /&gt;
* addLine - adds a line of mapblocks from groups (roads for example)&lt;br /&gt;
* addCraft - adds X-Com craft towards map&lt;br /&gt;
* addUFO - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&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, representing y/x/width/height.&lt;br /&gt;
| full map [y,x,mapSize_width,mapSize_heigth]&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;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&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 used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&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. 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. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&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 soldiers 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;
| 0&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;
* 22 = [[Inverted Cyberdisc (propulsion animation on top)]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&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;.&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]]&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 type.&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 soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&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;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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. No value means no sound at death.&lt;br /&gt;
| - &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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeaponSets&#039;&#039;&#039;&lt;br /&gt;
| A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerIcon&#039;&#039;&#039;&lt;br /&gt;
| What icon should be used to represent this base/site (taken from GlobeMarkers section on Extrasprites)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (see below).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionType&#039;&#039;&#039;&lt;br /&gt;
| Which mission should this base generate? (usually supply missions) &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;genMissionFreq&#039;&#039;&#039;&lt;br /&gt;
| Daily chance for the base mission to be generated.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienBase&#039;&#039;&#039;&lt;br /&gt;
| Used only for New Battle mode&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| Negative score applied for each day this mission is active (applied daily for bases, or every half hour for mission sites)&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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&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;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turnLimit&#039;&#039;&#039;&lt;br /&gt;
| The amount of turns before the mission ends automatically.&lt;br /&gt;
| 0 (no limit)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;chronoTrigger&#039;&#039;&#039;&lt;br /&gt;
| What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cheatTurn&#039;&#039;&#039;&lt;br /&gt;
| When the aliens became aware of all your units (on vanilla it was after turn 20)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the &#039;Hidden Movement&#039; screens as &#039;1/20&#039;, &#039;2/20&#039;, etc., and the numbers will switch to red when there&#039;s less than 3 turns remaining. &lt;br /&gt;
* chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:&lt;br /&gt;
** 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn&#039;t completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.&lt;br /&gt;
** 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you&#039;ll need to bring at least 1 soldier to the next stage.&lt;br /&gt;
** 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you&#039;ll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.&lt;br /&gt;
** Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units. &lt;br /&gt;
* cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.&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;
|-&lt;br /&gt;
| &#039;&#039;&#039;destroyItem&#039;&#039;&#039;&lt;br /&gt;
| Will this item be destroyed (removed from stores) after research is finished?&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;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;siteType&#039;&#039;&#039;&lt;br /&gt;
| mission type to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&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 minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)&lt;br /&gt;
* If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days&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;
Further example: (takes advantage of the ability to drop numerous images into a single folder that will then behave as a sprite sheet)&lt;br /&gt;
&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/sprite/&lt;br /&gt;
(The folder &amp;quot;/sprite/&amp;quot; is required to make this work. Files within will be numbered sequential from the number defined above. &amp;quot;0&amp;quot; in this case.)&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=85156</id>
		<title>Hidden Features (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=85156"/>
		<updated>2017-07-18T02:22:13Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Debug mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many little interface extras hidden in OpenXcom that aren&#039;t really mentioned anywhere ingame. This page is dedicated to them.&lt;br /&gt;
&lt;br /&gt;
See [[Options (OpenXcom)|Options]] for settings and keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* Use the mouse wheel to scroll lists and right-click the arrow buttons to scroll to the top/bottom.&lt;br /&gt;
* Use the mouse cursor and keyboard keys to move the caret on text fields.&lt;br /&gt;
* &#039;&#039;ALT-ENTER&#039;&#039; will toggle fullscreen mode.&lt;br /&gt;
* &#039;&#039;Ctrl-G&#039;&#039; will toggle mouse cursor lock behaviour (when enabled, the mouse pointer will be unable to exit the window).&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Right-click on arrows to set a value to minimum/maximum.&lt;br /&gt;
* Use the mouse wheel to zoom the globe and right-click to center it on a location.&lt;br /&gt;
* Click on a weapon during a dogfight to disable/enable it. ([http://imgur.com/a/Rwhqe Screenshot Album Demonstrating this feature Here])&lt;br /&gt;
* Right-click a craft in the interception screen to center on its location.&lt;br /&gt;
* Right-click a base facility to bring up the associated management screen.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Soldiers screen to open up their stats page.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Armour screen assigns the last selected Armour to the soldier (if possible).&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Use the mouse wheel to move the camera up/down a level.&lt;br /&gt;
* Right-click to leave most screens.&lt;br /&gt;
* Click a soldier&#039;s rank to bring up their stats.&lt;br /&gt;
* Right-click while holding an inventory item to cancel the move.&lt;br /&gt;
* Ctrl-click an item in the inventory to have the soldier pick it up or drop it on the ground.&lt;br /&gt;
* Right-click a grenade during pre-battle inventory to prime it.&lt;br /&gt;
* Right-click the Zero TUs button to reset a soldier&#039;s time units (so they can&#039;t reaction fire).&lt;br /&gt;
* Right-click while a soldier is moving to abort the move.&lt;br /&gt;
* Right-click while a projectile is moving to skip to the projectile hit.&lt;br /&gt;
* Use the mouse Previous/Next buttons to switch between soldiers.&lt;br /&gt;
* Hold Ctrl while firing to ignore &amp;quot;No Line Of Fire&amp;quot; errors.&lt;br /&gt;
* Ctrl-click a location makes a soldier run; Running Units move at 75% Time Unit Cost for 150% Energy cost.&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 [[Options (OpenXcom)#Options File|Options File]], you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates.&lt;br /&gt;
This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. &#039;&#039;&#039;Please note&#039;&#039;&#039;, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-V&#039;&#039; will reset visibility on all tiles, useful for observing LOS behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-K&#039;&#039; will kill all live aliens in the mission (nothing will be recovered).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-J&#039;&#039; will stun all live aliens in the mission (useful for testing recovery).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-W&#039;&#039; will warp the selected unit to the mouse cursor&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F8&#039;&#039; will cycle through various engine processing speeds, useful for debugging animation errors.&lt;br /&gt;
&lt;br /&gt;
You can also press &#039;&#039;Ctrl-U&#039;&#039; or set &amp;quot;debugUi: true&amp;quot; to reveal the borders of the interface text, to debug translation errors.&lt;br /&gt;
&lt;br /&gt;
If the Commendations Mod is being played, &#039;&#039;Ctrl-C&#039;&#039; will wipe all earned commendations while retaining statistics, useful for debugging how they&#039;re awarded.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=85155</id>
		<title>Hidden Features (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=85155"/>
		<updated>2017-07-18T02:19:41Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Debug mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many little interface extras hidden in OpenXcom that aren&#039;t really mentioned anywhere ingame. This page is dedicated to them.&lt;br /&gt;
&lt;br /&gt;
See [[Options (OpenXcom)|Options]] for settings and keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* Use the mouse wheel to scroll lists and right-click the arrow buttons to scroll to the top/bottom.&lt;br /&gt;
* Use the mouse cursor and keyboard keys to move the caret on text fields.&lt;br /&gt;
* &#039;&#039;ALT-ENTER&#039;&#039; will toggle fullscreen mode.&lt;br /&gt;
* &#039;&#039;Ctrl-G&#039;&#039; will toggle mouse cursor lock behaviour (when enabled, the mouse pointer will be unable to exit the window).&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Right-click on arrows to set a value to minimum/maximum.&lt;br /&gt;
* Use the mouse wheel to zoom the globe and right-click to center it on a location.&lt;br /&gt;
* Click on a weapon during a dogfight to disable/enable it. ([http://imgur.com/a/Rwhqe Screenshot Album Demonstrating this feature Here])&lt;br /&gt;
* Right-click a craft in the interception screen to center on its location.&lt;br /&gt;
* Right-click a base facility to bring up the associated management screen.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Soldiers screen to open up their stats page.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Armour screen assigns the last selected Armour to the soldier (if possible).&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Use the mouse wheel to move the camera up/down a level.&lt;br /&gt;
* Right-click to leave most screens.&lt;br /&gt;
* Click a soldier&#039;s rank to bring up their stats.&lt;br /&gt;
* Right-click while holding an inventory item to cancel the move.&lt;br /&gt;
* Ctrl-click an item in the inventory to have the soldier pick it up or drop it on the ground.&lt;br /&gt;
* Right-click a grenade during pre-battle inventory to prime it.&lt;br /&gt;
* Right-click the Zero TUs button to reset a soldier&#039;s time units (so they can&#039;t reaction fire).&lt;br /&gt;
* Right-click while a soldier is moving to abort the move.&lt;br /&gt;
* Right-click while a projectile is moving to skip to the projectile hit.&lt;br /&gt;
* Use the mouse Previous/Next buttons to switch between soldiers.&lt;br /&gt;
* Hold Ctrl while firing to ignore &amp;quot;No Line Of Fire&amp;quot; errors.&lt;br /&gt;
* Ctrl-click a location makes a soldier run; Running Units move at 75% Time Unit Cost for 150% Energy cost.&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 [[Options (OpenXcom)#Options File|Options File]], you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates.&lt;br /&gt;
This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. &#039;&#039;&#039;Please note&#039;&#039;&#039;, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-V&#039;&#039; will reset visibility on all tiles, useful for observing LOS behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-K&#039;&#039; will kill all live aliens in the mission (nothing will be recovered).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-J&#039;&#039; will stun all live aliens in the mission (useful for testing recovery).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F8&#039;&#039; will cycle through various engine processing speeds, useful for debugging animation errors.&lt;br /&gt;
&lt;br /&gt;
You can also press &#039;&#039;Ctrl-U&#039;&#039; or set &amp;quot;debugUi: true&amp;quot; to reveal the borders of the interface text, to debug translation errors.&lt;br /&gt;
&lt;br /&gt;
If the Commendations Mod is being played, &#039;&#039;Ctrl-C&#039;&#039; will wipe all earned commendations while retaining statistics, useful for debugging how they&#039;re awarded.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)&amp;diff=84305</id>
		<title>Installation FAQ (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)&amp;diff=84305"/>
		<updated>2017-03-17T00:08:56Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* How do I install mods? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;For the sake of clarity, the current milestone (stable) release is &amp;lt;b&amp;gt;v1.0&amp;lt;/b&amp;gt;. Nightly builds &amp;lt;u&amp;gt;offer features not available in &amp;lt;b&amp;gt;1.0&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; and will eventually become the &amp;lt;b&amp;gt;v2.0&amp;lt;/b&amp;gt; milestone release. Though mentioned in this document, the &amp;lt;b&amp;gt;2.0&amp;lt;/b&amp;gt; version doesn&#039;t exist yet!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All [[NIGHTLIES]] after May 1, 2015 follow a different folder structure! &amp;lt;u&amp;gt;See Below&amp;lt;/u&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== What are milestones and nightlies? ==&lt;br /&gt;
&lt;br /&gt;
Milestones are key &amp;quot;versions&amp;quot; of the game, packaged for all platforms with the appropriate installers. You can rest assured that everything that applies to a specific milestone version is never changing and is the same across all its builds and platforms.&lt;br /&gt;
&lt;br /&gt;
Nightlies, or &amp;quot;nightly builds&amp;quot; are automatically made from the latest code, so they have no &amp;quot;version&amp;quot;. They contain the latest changes as well as the latest bugs. There&#039;s no harm in using them, but they change frequently, so don&#039;t use them if you like stability. They need to be manually installed.&lt;br /&gt;
&lt;br /&gt;
For example, the latest nightly builds offer limited support for TFTD as well as other features, while the 1.0 stable release does not.&lt;br /&gt;
&lt;br /&gt;
== What are the Data and User folders? ==&lt;br /&gt;
&lt;br /&gt;
Assuming you installed the game in a &#039;&#039;OpenXcom&#039;&#039; folder:&lt;br /&gt;
&lt;br /&gt;
The Data folder is where all the original and new game data is kept:&lt;br /&gt;
In v1.0 it&#039;s your &#039;&#039;OpenXcom\data&#039;&#039; folder.&lt;br /&gt;
When using nightlies, it&#039;s the &#039;&#039;OpenXcom&#039;&#039; folder itself. Allways check the readme included with the download, because features in nightly builds may change quicker than this page can be updated.&lt;br /&gt;
&lt;br /&gt;
The User folder is where all your options, screenshots and saves are kept.&lt;br /&gt;
For nightlies, it&#039;s also where your mods should be placed (in v1.0 they were in the Data folder instead).&lt;br /&gt;
The default User folder on Windows is in &#039;&#039;C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For advanced users, you can also have multiple Data folders, as well as your Data folder inside your User folder. For all possible folder locations see here: https://github.com/SupSuper/OpenXcom#directory-locations&lt;br /&gt;
&lt;br /&gt;
== How do I manually install OpenXcom? ==&lt;br /&gt;
&lt;br /&gt;
Just extract the ZIP to your install location and copy the original X-COM resources to the appropriate folders:&lt;br /&gt;
&lt;br /&gt;
=== v1.0 ===&lt;br /&gt;
&lt;br /&gt;
Copy your X-COM: UFO Defense data to the &#039;&#039;data&#039;&#039; subfolder. You should apply the [http://openxcom.org/download/extras/universal-patch.zip universal patch] afterwards.&lt;br /&gt;
&lt;br /&gt;
Your installation structure should look like this:&lt;br /&gt;
* OpenXcom&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;
*** &#039;&#039;UFOINTRO*&#039;&#039;&lt;br /&gt;
*** UNITS&lt;br /&gt;
&lt;br /&gt;
=== Nightlies (eventually to be used for v2.0)===&lt;br /&gt;
&lt;br /&gt;
Copy your &amp;lt;b&amp;gt;X-COM: UFO Defense&amp;lt;/b&amp;gt; data to the &#039;&#039;UFO&#039;&#039; subfolder.&lt;br /&gt;
You should apply the [http://openxcom.org/download/extras/universal-patch.zip universal patch] afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terror from the Deep is &amp;lt;u&amp;gt;not required&amp;lt;/u&amp;gt;, but if you want to include it:&lt;br /&gt;
&lt;br /&gt;
Copy the &amp;lt;b&amp;gt;X-COM: Terror from the Deep&amp;lt;/b&amp;gt; data to the &#039;&#039;TFTD&#039;&#039; subfolder. No extra patches are required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your installation structure should look like this if you have both games:&lt;br /&gt;
* OpenXcom&lt;br /&gt;
** common&lt;br /&gt;
*** Language&lt;br /&gt;
*** Resources&lt;br /&gt;
*** Shaders&lt;br /&gt;
*** SoldierName&lt;br /&gt;
** standard&lt;br /&gt;
*** xcom1&lt;br /&gt;
*** xcom2&lt;br /&gt;
*** ...&lt;br /&gt;
** TFTD&lt;br /&gt;
*** &#039;&#039;ANIMS*&#039;&#039;&lt;br /&gt;
*** &#039;&#039;FLOP_INT*&#039;&#039;&lt;br /&gt;
*** GEODATA&lt;br /&gt;
*** GEOGRAPH&lt;br /&gt;
*** MAPS&lt;br /&gt;
*** ROUTES&lt;br /&gt;
*** SOUND&lt;br /&gt;
*** TERRAIN&lt;br /&gt;
*** UFOGRAPH&lt;br /&gt;
*** UNITS&lt;br /&gt;
** UFO&lt;br /&gt;
*** GEODATA&lt;br /&gt;
*** GEOGRAPH&lt;br /&gt;
*** MAPS&lt;br /&gt;
*** ROUTES&lt;br /&gt;
*** SOUND&lt;br /&gt;
*** TERRAIN&lt;br /&gt;
*** UFOGRAPH&lt;br /&gt;
*** &#039;&#039;UFOINTRO*&#039;&#039;&lt;br /&gt;
*** UNITS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How do I install mods? ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have the required OpenXcom version. Mods will either be formatted for v1.0, the latest nightly or have a minimum nightly build. You don&#039;t need to track down the specific one, anything later will usually work as well.&lt;br /&gt;
&lt;br /&gt;
When in doubt, &amp;lt;u&amp;gt;always check the mod installation instructions&amp;lt;/u&amp;gt; carefully.&lt;br /&gt;
&lt;br /&gt;
=== v1.0 ===&lt;br /&gt;
&lt;br /&gt;
Extract the mod to your &#039;&#039;data&#039;&#039; subfolder.&lt;br /&gt;
&lt;br /&gt;
=== Nightlies (eventually to be used for v2.0) ===&lt;br /&gt;
&lt;br /&gt;
Extract the mod folder to your User mods folder (eg. &#039;&#039;Documents\OpenXcom\mods&#039;&#039;). This folder is automatically created after running the game once. Each mod should have its own subfolder, eg:&lt;br /&gt;
&lt;br /&gt;
* mods&lt;br /&gt;
** Mod1&lt;br /&gt;
** Mod2&lt;br /&gt;
** Mod3&lt;br /&gt;
&lt;br /&gt;
Mods made for the latest nightlies should already come packed in a folder. You will need to pack v1.0 mods for use with nightlies yourself, and any *.rul files should be moved into a &#039;&#039;Ruleset&#039;&#039; subfolder inside the mod&#039;s folder, eg:&lt;br /&gt;
&lt;br /&gt;
* mods&lt;br /&gt;
** OldMod&lt;br /&gt;
*** Resources&lt;br /&gt;
*** Ruleset&lt;br /&gt;
&lt;br /&gt;
== How do I use mods? ==&lt;br /&gt;
== How do I switch between UFO and TFTD? ==&lt;br /&gt;
&lt;br /&gt;
Go into the Options &amp;gt; Mods screen from the Main Menu, then under the heading &amp;quot;[[Game Type]]&amp;quot; select the desired game. You can&#039;t access this screen from the Geoscape/Battlescape. However, any enabled mods will automatically apply to any savegames you load.&lt;br /&gt;
&lt;br /&gt;
== How do I update OpenXcom? ==&lt;br /&gt;
&lt;br /&gt;
If installing a new version, or upgrading from v1.0 to a nightly build or v2.0, it&#039;s recommended you just delete the old install folder (backup anything you wanna keep) before installing the new version, since by default your User folder is separate.&lt;br /&gt;
&lt;br /&gt;
If upgrading nightlies, you can also just install the new version on top of the old one.&lt;br /&gt;
&lt;br /&gt;
Nightly saves and mods are not compatible with 1.0 unless otherwise stated. Always check the mod readme and installation instructions.&lt;br /&gt;
&lt;br /&gt;
v1.0 saves and mods are fully compatible with nightlies, though mods will have to be repacked manually.&lt;br /&gt;
&lt;br /&gt;
== How do I update mods? ==&lt;br /&gt;
&lt;br /&gt;
Delete the old mod folder and replace it with the new version. Don&#039;t install the new version on top of the old one.&lt;br /&gt;
&lt;br /&gt;
== Can I make a portable installation? ==&lt;br /&gt;
&lt;br /&gt;
Yes, just create a &#039;&#039;OpenXcom\user&#039;&#039; folder and this will become that installation&#039;s User folder. Copy any content from your old User folder if you want to reuse it.&lt;br /&gt;
&lt;br /&gt;
== Can I have multiple installations/versions? ==&lt;br /&gt;
&lt;br /&gt;
Yes, all installations have their own Data folder but share the same User folder. If you want multiple independent installations, give them their own User folder like you would for a portable installation.&lt;br /&gt;
&lt;br /&gt;
v1.0 and nightly installs cannot share the same User folder.&lt;br /&gt;
&lt;br /&gt;
== How do I know I installed a nightly correctly? ==&lt;br /&gt;
&lt;br /&gt;
If you downloaded the nightly from our website, the nightly build date should be shown on the Main Menu. However this will not be shown if you compiled it yourself, even though it&#039;s equivalent to a nightly.&lt;br /&gt;
&lt;br /&gt;
== How do I reset my options when my game won&#039;t start? ==&lt;br /&gt;
&lt;br /&gt;
Delete the &#039;&#039;options.cfg&#039;&#039; file from your User folder.&lt;br /&gt;
&lt;br /&gt;
== How do I reinstall OpenXcom from scratch? ==&lt;br /&gt;
&lt;br /&gt;
Backup any content you wanna keep (eg. saves), delete your OpenXcom folder and your User folder, and then reinstall.&lt;br /&gt;
&lt;br /&gt;
== Is there a video tutorial that might help me walk through this? ==&lt;br /&gt;
&lt;br /&gt;
There is a video here: &amp;quot;[http://www.youtube.com/watch?v=L1WUpX9n7gY OpenXCOM Nightly Install Tutorial]&amp;quot; that explains installing the &#039;&#039;&#039;Nightly&#039;&#039;&#039; (both with the installer and manually) and installing both simple and total conversion &#039;&#039;&#039;mods&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
For help installing and configuring the 1.0 Milestone version see [http://www.youtube.com/watch?v=rNneKAwvjoU this video].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)&amp;diff=84304</id>
		<title>Installation FAQ (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)&amp;diff=84304"/>
		<updated>2017-03-17T00:04:13Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Nightlies (eventually to be used for v2.0) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;For the sake of clarity, the current milestone (stable) release is &amp;lt;b&amp;gt;v1.0&amp;lt;/b&amp;gt;. Nightly builds &amp;lt;u&amp;gt;offer features not available in &amp;lt;b&amp;gt;1.0&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; and will eventually become the &amp;lt;b&amp;gt;v2.0&amp;lt;/b&amp;gt; milestone release. Though mentioned in this document, the &amp;lt;b&amp;gt;2.0&amp;lt;/b&amp;gt; version doesn&#039;t exist yet!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All [[NIGHTLIES]] after May 1, 2015 follow a different folder structure! &amp;lt;u&amp;gt;See Below&amp;lt;/u&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== What are milestones and nightlies? ==&lt;br /&gt;
&lt;br /&gt;
Milestones are key &amp;quot;versions&amp;quot; of the game, packaged for all platforms with the appropriate installers. You can rest assured that everything that applies to a specific milestone version is never changing and is the same across all its builds and platforms.&lt;br /&gt;
&lt;br /&gt;
Nightlies, or &amp;quot;nightly builds&amp;quot; are automatically made from the latest code, so they have no &amp;quot;version&amp;quot;. They contain the latest changes as well as the latest bugs. There&#039;s no harm in using them, but they change frequently, so don&#039;t use them if you like stability. They need to be manually installed.&lt;br /&gt;
&lt;br /&gt;
For example, the latest nightly builds offer limited support for TFTD as well as other features, while the 1.0 stable release does not.&lt;br /&gt;
&lt;br /&gt;
== What are the Data and User folders? ==&lt;br /&gt;
&lt;br /&gt;
Assuming you installed the game in a &#039;&#039;OpenXcom&#039;&#039; folder:&lt;br /&gt;
&lt;br /&gt;
The Data folder is where all the original and new game data is kept:&lt;br /&gt;
In v1.0 it&#039;s your &#039;&#039;OpenXcom\data&#039;&#039; folder.&lt;br /&gt;
When using nightlies, it&#039;s the &#039;&#039;OpenXcom&#039;&#039; folder itself. Allways check the readme included with the download, because features in nightly builds may change quicker than this page can be updated.&lt;br /&gt;
&lt;br /&gt;
The User folder is where all your options, screenshots and saves are kept.&lt;br /&gt;
For nightlies, it&#039;s also where your mods should be placed (in v1.0 they were in the Data folder instead).&lt;br /&gt;
The default User folder on Windows is in &#039;&#039;C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For advanced users, you can also have multiple Data folders, as well as your Data folder inside your User folder. For all possible folder locations see here: https://github.com/SupSuper/OpenXcom#directory-locations&lt;br /&gt;
&lt;br /&gt;
== How do I manually install OpenXcom? ==&lt;br /&gt;
&lt;br /&gt;
Just extract the ZIP to your install location and copy the original X-COM resources to the appropriate folders:&lt;br /&gt;
&lt;br /&gt;
=== v1.0 ===&lt;br /&gt;
&lt;br /&gt;
Copy your X-COM: UFO Defense data to the &#039;&#039;data&#039;&#039; subfolder. You should apply the [http://openxcom.org/download/extras/universal-patch.zip universal patch] afterwards.&lt;br /&gt;
&lt;br /&gt;
Your installation structure should look like this:&lt;br /&gt;
* OpenXcom&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;
*** &#039;&#039;UFOINTRO*&#039;&#039;&lt;br /&gt;
*** UNITS&lt;br /&gt;
&lt;br /&gt;
=== Nightlies (eventually to be used for v2.0)===&lt;br /&gt;
&lt;br /&gt;
Copy your &amp;lt;b&amp;gt;X-COM: UFO Defense&amp;lt;/b&amp;gt; data to the &#039;&#039;UFO&#039;&#039; subfolder.&lt;br /&gt;
You should apply the [http://openxcom.org/download/extras/universal-patch.zip universal patch] afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terror from the Deep is &amp;lt;u&amp;gt;not required&amp;lt;/u&amp;gt;, but if you want to include it:&lt;br /&gt;
&lt;br /&gt;
Copy the &amp;lt;b&amp;gt;X-COM: Terror from the Deep&amp;lt;/b&amp;gt; data to the &#039;&#039;TFTD&#039;&#039; subfolder. No extra patches are required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your installation structure should look like this if you have both games:&lt;br /&gt;
* OpenXcom&lt;br /&gt;
** common&lt;br /&gt;
*** Language&lt;br /&gt;
*** Resources&lt;br /&gt;
*** Shaders&lt;br /&gt;
*** SoldierName&lt;br /&gt;
** standard&lt;br /&gt;
*** xcom1&lt;br /&gt;
*** xcom2&lt;br /&gt;
*** ...&lt;br /&gt;
** TFTD&lt;br /&gt;
*** &#039;&#039;ANIMS*&#039;&#039;&lt;br /&gt;
*** &#039;&#039;FLOP_INT*&#039;&#039;&lt;br /&gt;
*** GEODATA&lt;br /&gt;
*** GEOGRAPH&lt;br /&gt;
*** MAPS&lt;br /&gt;
*** ROUTES&lt;br /&gt;
*** SOUND&lt;br /&gt;
*** TERRAIN&lt;br /&gt;
*** UFOGRAPH&lt;br /&gt;
*** UNITS&lt;br /&gt;
** UFO&lt;br /&gt;
*** GEODATA&lt;br /&gt;
*** GEOGRAPH&lt;br /&gt;
*** MAPS&lt;br /&gt;
*** ROUTES&lt;br /&gt;
*** SOUND&lt;br /&gt;
*** TERRAIN&lt;br /&gt;
*** UFOGRAPH&lt;br /&gt;
*** &#039;&#039;UFOINTRO*&#039;&#039;&lt;br /&gt;
*** UNITS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How do I install mods? ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have the required OpenXcom version. Mods will either be formatted for v1.0, the latest nightlie or have a minimum nightly build. You don&#039;t need to track down the specific one, anything later will usually work as well.&lt;br /&gt;
&lt;br /&gt;
When in doubt, &amp;lt;u&amp;gt;always check the mod installation instructions&amp;lt;/u&amp;gt; carefully.&lt;br /&gt;
&lt;br /&gt;
=== v1.0 ===&lt;br /&gt;
&lt;br /&gt;
Extract the mod to your &#039;&#039;data&#039;&#039; subfolder.&lt;br /&gt;
&lt;br /&gt;
=== Nightlies (eventually to be used for v2.0) ===&lt;br /&gt;
&lt;br /&gt;
Extract the mod folder to your User mods folder (eg. &#039;&#039;Documents\OpenXcom\mods&#039;&#039;). This folder is automatically created after running the game once. Each mod should have its own subfolder, eg:&lt;br /&gt;
&lt;br /&gt;
* mods&lt;br /&gt;
** Mod1&lt;br /&gt;
** Mod2&lt;br /&gt;
** Mod3&lt;br /&gt;
&lt;br /&gt;
Mods made for the latest nightlies should already come packed in a folder. You will need to pack v1.0 mods for use with nightlies yourself, and any *.rul files should be moved into a &#039;&#039;Ruleset&#039;&#039; subfolder inside the mod&#039;s folder, eg:&lt;br /&gt;
&lt;br /&gt;
* mods&lt;br /&gt;
** OldMod&lt;br /&gt;
*** Resources&lt;br /&gt;
*** Ruleset&lt;br /&gt;
&lt;br /&gt;
== How do I use mods? ==&lt;br /&gt;
== How do I switch between UFO and TFTD? ==&lt;br /&gt;
&lt;br /&gt;
Go into the Options &amp;gt; Mods screen from the Main Menu, then under the heading &amp;quot;[[Game Type]]&amp;quot; select the desired game. You can&#039;t access this screen from the Geoscape/Battlescape. However, any enabled mods will automatically apply to any savegames you load.&lt;br /&gt;
&lt;br /&gt;
== How do I update OpenXcom? ==&lt;br /&gt;
&lt;br /&gt;
If installing a new version, or upgrading from v1.0 to a nightly build or v2.0, it&#039;s recommended you just delete the old install folder (backup anything you wanna keep) before installing the new version, since by default your User folder is separate.&lt;br /&gt;
&lt;br /&gt;
If upgrading nightlies, you can also just install the new version on top of the old one.&lt;br /&gt;
&lt;br /&gt;
Nightly saves and mods are not compatible with 1.0 unless otherwise stated. Always check the mod readme and installation instructions.&lt;br /&gt;
&lt;br /&gt;
v1.0 saves and mods are fully compatible with nightlies, though mods will have to be repacked manually.&lt;br /&gt;
&lt;br /&gt;
== How do I update mods? ==&lt;br /&gt;
&lt;br /&gt;
Delete the old mod folder and replace it with the new version. Don&#039;t install the new version on top of the old one.&lt;br /&gt;
&lt;br /&gt;
== Can I make a portable installation? ==&lt;br /&gt;
&lt;br /&gt;
Yes, just create a &#039;&#039;OpenXcom\user&#039;&#039; folder and this will become that installation&#039;s User folder. Copy any content from your old User folder if you want to reuse it.&lt;br /&gt;
&lt;br /&gt;
== Can I have multiple installations/versions? ==&lt;br /&gt;
&lt;br /&gt;
Yes, all installations have their own Data folder but share the same User folder. If you want multiple independent installations, give them their own User folder like you would for a portable installation.&lt;br /&gt;
&lt;br /&gt;
v1.0 and nightly installs cannot share the same User folder.&lt;br /&gt;
&lt;br /&gt;
== How do I know I installed a nightly correctly? ==&lt;br /&gt;
&lt;br /&gt;
If you downloaded the nightly from our website, the nightly build date should be shown on the Main Menu. However this will not be shown if you compiled it yourself, even though it&#039;s equivalent to a nightly.&lt;br /&gt;
&lt;br /&gt;
== How do I reset my options when my game won&#039;t start? ==&lt;br /&gt;
&lt;br /&gt;
Delete the &#039;&#039;options.cfg&#039;&#039; file from your User folder.&lt;br /&gt;
&lt;br /&gt;
== How do I reinstall OpenXcom from scratch? ==&lt;br /&gt;
&lt;br /&gt;
Backup any content you wanna keep (eg. saves), delete your OpenXcom folder and your User folder, and then reinstall.&lt;br /&gt;
&lt;br /&gt;
== Is there a video tutorial that might help me walk through this? ==&lt;br /&gt;
&lt;br /&gt;
There is a video here: &amp;quot;[http://www.youtube.com/watch?v=L1WUpX9n7gY OpenXCOM Nightly Install Tutorial]&amp;quot; that explains installing the &#039;&#039;&#039;Nightly&#039;&#039;&#039; (both with the installer and manually) and installing both simple and total conversion &#039;&#039;&#039;mods&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
For help installing and configuring the 1.0 Milestone version see [http://www.youtube.com/watch?v=rNneKAwvjoU this video].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=84302</id>
		<title>Installing (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=84302"/>
		<updated>2017-03-17T00:02:29Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* All platforms */&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 can be any one of:&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;
&lt;br /&gt;
In the instructions below, we refer to three different folders a lot: the &amp;quot;data&amp;quot; folder, the &amp;quot;user&amp;quot; folder, and the &amp;quot;config&amp;quot; folder.  See [https://github.com/SupSuper/OpenXcom#directory-locations here] for directory definitions and where they are located on your operating system.&lt;br /&gt;
&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, and UNITS subfolders) to OpenXcom&#039;s [https://github.com/SupSuper/OpenXcom#directory-locations Data folder] for version 1.0 or to the UFO folder in the [https://github.com/SupSuper/OpenXcom#directory-locations User folder] for the nightly. If using the nightly, you can alternately/additionally copy in Terror From the Deep files to the TFTD folder in your User folder to prepare for when the TFTD OpenXcom ruleset is released.  &#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.&lt;br /&gt;
&lt;br /&gt;
For version 1.0 it should end up like this:&lt;br /&gt;
&lt;br /&gt;
* data&lt;br /&gt;
** &#039;&#039;&#039;GEODATA&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** Language&lt;br /&gt;
** &#039;&#039;&#039;MAPS&#039;&#039;&#039;&lt;br /&gt;
** Resources&lt;br /&gt;
** &#039;&#039;&#039;ROUTES&#039;&#039;&#039;&lt;br /&gt;
** Ruleset&lt;br /&gt;
** Shaders&lt;br /&gt;
** SoldierName&lt;br /&gt;
** &#039;&#039;&#039;SOUND&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;TERRAIN&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOINTRO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UNITS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
and for the nightly it should look like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;UFO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEODATA&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;MAPS&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;ROUTES&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;SOUND&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;TERRAIN&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOINTRO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UNITS&#039;&#039;&#039;&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;
&lt;br /&gt;
A video tutorial that covers the installation of milestone version 1.0 [http://www.youtube.com/watch?v=rNneKAwvjoU is available here] (courtesy of [http://www.youtube.com/channel/UCHymw9FSZqharCpMW-WiiHg Ivan Dogovich]). Though recorded for the Windows platform, check it out if you have doubts about a particular step during the installation.&lt;br /&gt;
&lt;br /&gt;
This video: &amp;quot;[http://www.youtube.com/watch?v=L1WUpX9n7gY OpenXCOM Nightly Install Tutorial]&amp;quot; explains installing the &#039;&#039;&#039;Nightly&#039;&#039;&#039; (both with the installer and manually) and installing both simple and total conversion &#039;&#039;&#039;mods&#039;&#039;&#039;.&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;
=== 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) for version 1.0 or the UFO and/or TFTD resources for the nightly.&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 0.5.1 or later (please note that 0.5.2 has issues, use 0.5.3)&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;
Copy game resources to the appropriate [https://github.com/SupSuper/OpenXcom#linux folder locations].&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 game folder, with a &#039;&#039;&#039;data&#039;&#039;&#039; (1.0) or &#039;&#039;&#039;UFO&#039;&#039;&#039; (nightly) subfolder for the resources and a &#039;&#039;&#039;user&#039;&#039;&#039; subfolder for your saves and settings (you may need to delete your old User Folder so the game doesn&#039;t use it instead).&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 [https://github.com/SupSuper/OpenXcom#directory-locations User Folder]. Make sure you installed everything correctly as instructed, and if you still experience problems, check the [http://openxcom.org/forum/ forums].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=72106</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=72106"/>
		<updated>2016-05-12T01:38:32Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* AI Units (Aliens/Civilians) */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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 taken from &#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 detection chance dependent on its &#039;&#039;&#039;radarChance&#039;&#039;&#039;.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this craft radar detecting a UFO that enters its range.&lt;br /&gt;
| 100&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 hour 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;, and &#039;&#039;&#039;reamRate&#039;&#039;&#039; should be a multiple of &#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;
&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 the first &#039;&#039;above water&#039;&#039; sprite (spriteID for UFO, spriteID + 8 for TFTD). TFTD spritesheet should start with 8 underwater images, followed by 8 above water images. &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. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon.&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;waypoints&#039;&#039;&#039;&lt;br /&gt;
| Gives the integer number of waypoints the weapon can use. (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system. &amp;quot;-1&amp;quot; means unlimited waypoints.&lt;br /&gt;
| -&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;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&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;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;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;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 - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&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, representing x/y/height/width.&lt;br /&gt;
| full map [0,0,mapSize_X,mapSize_Y]&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;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&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 the is used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&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. 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. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&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 soldiers 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;
| 0&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;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&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;.&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]]&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 type.&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 soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&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;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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. No value means no sound at death.&lt;br /&gt;
| - &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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeaponSets&#039;&#039;&#039;&lt;br /&gt;
| A set of lists of weapons this unit can come pre-equipped with. it will pick one set at random, and as above, these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;durationMin&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;durationMax&#039;&#039;&#039;&lt;br /&gt;
| Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
I think these are deprecated; you should use &#039;&#039;&#039;duration&#039;&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&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;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turnLimit&#039;&#039;&#039;&lt;br /&gt;
| The amount of turns before the mission ends automatically.&lt;br /&gt;
| 0 (no limit)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;chronoTrigger&#039;&#039;&#039;&lt;br /&gt;
| What happens when the timer reaches 0. Can have three settings: 0 = Lose, 1 = Abort, 2 = Win&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cheatTurn&#039;&#039;&#039;&lt;br /&gt;
| When the aliens became aware of all your units (on vanilla it was after turn 20)&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* turnLimit is used to define the turn where the game ends, default is 0 (no limit). If the value is changed from default then the game will display the number of turns on the &#039;Hidden Movement&#039; screens as &#039;1/20&#039;, &#039;2/20&#039;, etc., and the numbers will switch to red when there&#039;s less than 3 turns remaining. &lt;br /&gt;
* chronoTrigger is used with turnLimit and defines what happens when the turn limit is reached. There are 3 possible settings:&lt;br /&gt;
** 0 (default) = forces a Loss, meaning that the player loses everything if the mission isn&#039;t completed by the time the turn limit is reached. All units are declared dead or MIA when the game ends. This is ideal for bomb defusal type missions.&lt;br /&gt;
** 1 = forces a Abort, this is almost the same as above, with the exception that there must be at least 1 soldier on an exit-only area (like the green room on the 1st stage of Cydonia) to win at the end of the turn limit. This setting is better used for multi-stage missions where you&#039;ll need to bring at least 1 soldier to the next stage.&lt;br /&gt;
** 2 = forces a Win, where if you have at least 1 live unit at the end of the turn limit you&#039;ll win the mission, regardless of where the soldiers are. This is meant for Survival scenarios.&lt;br /&gt;
** Regardless of the setting, the player can always still win by eliminating all alien units before the turn limit, or fail the mission by losing all units. &lt;br /&gt;
* cheatTurn allows to define the turn where the AI becomes aware of all your units (default is 20) for individual missions. Once this turn is reached the aliens will be forced to go into attack mode and engage your units. This is effectively a cheat for the AI which was present on the original game.&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;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;siteType&#039;&#039;&#039;&lt;br /&gt;
| mission type to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&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 minutes - actual value used is spawnTimer/4 or 3*spawnTimer/4)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The timer can vary between 50-150% of the stated value, so a UFO with a 9000 value will be spawned between 4500-13500 minutes (each day has 1440 minutes)&lt;br /&gt;
* If the UFO is crashed/destroyed the timer of the next UFO on the wave will be delayed by (30 * (RNG::generate(0, 48) + 400) minutes, or between 8.33 and 9.3 days&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_in_Enemy_Unknown_(OpenXcom)&amp;diff=67407</id>
		<title>Alien Missions in Enemy Unknown (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_in_Enemy_Unknown_(OpenXcom)&amp;diff=67407"/>
		<updated>2015-08-30T15:06:45Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Alien Missions Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs are sent out periodically to conduct a number of types of &#039;&#039;&#039;Alien Missions&#039;&#039;&#039;, some of which the purpose is fairly inscrutable, others are fairly obvious in their reasoning. Especially once the [[Hyper-wave Decoder]] is deployed, knowing the mission of the aliens can help make strategic plans for further actions that the aliens may attempt in the near future.&lt;br /&gt;
&lt;br /&gt;
The information presented below describes how Alien Missions work in the original Enemy Unknown game, based upon [[OpenXcom]]&#039;s XCom1 ruleset file and other sources, namely posts at OpenXcom&#039;s forums and pages about the original game files. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that there are massive spoilers involved, so read at your own risk. &lt;br /&gt;
&lt;br /&gt;
==List of Alien Missions==&lt;br /&gt;
&lt;br /&gt;
* [[Alien Research]]&lt;br /&gt;
* [[Alien Harvest]]&lt;br /&gt;
* [[Alien Abduction]]&lt;br /&gt;
* [[Alien Infiltration]]&lt;br /&gt;
* [[Alien Base]]&lt;br /&gt;
* [[Alien Terror]]&lt;br /&gt;
* [[Alien Retaliation]]&lt;br /&gt;
* [[Alien Supply]]&lt;br /&gt;
&lt;br /&gt;
==Alien Missions Generation==&lt;br /&gt;
===Missions Frequency===&lt;br /&gt;
The aliens will generate new missions each month according to the following pattern: &lt;br /&gt;
* January, 1999: 1 Alien Research, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission. &lt;br /&gt;
* February to May, 1999: 1 random mission, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission. &lt;br /&gt;
* June, 1999: 2 random missions, 1 Alien Terror, shooting down UFOs may trigger an Alien Retaliation mission.&lt;br /&gt;
* After [[The Martian Solution]] is researched OR depending the difficulty level (March 2000 on Easy or November 1999 on Superhuman): 1 Alien Retaliation mission is added, in addition to the above.&lt;br /&gt;
* There is a 6% chance for a supply mission to be generated each day, for each alien base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missions Selection===&lt;br /&gt;
The game will create an array of possible missions for each region of the world to be used when randomly selecting missions for each month. The random missions assigned to each region can be of 5 kinds: Alien Research, Base, Abductions, Harvest and Infiltration. Alien Terror, Retaliation and Supply missions are special cases and are not present in this array since those missions are automatically generated. &lt;br /&gt;
&lt;br /&gt;
Once a particular mission is selected it will be removed from the array and won&#039;t appear again for that region. If all of the missions in the array are used then the game will restart this process and refill the mission array, usually somewhere around 2000. (this is unique to openxcom, and didn&#039;t occur in the original)&lt;br /&gt;
&lt;br /&gt;
First the game will randomly choose a region for the mission, using weighted factors (defined on the [[ZONAL.DAT]] file in the original game and in [[Ruleset Reference (OpenXcom)#Regions|Regions]] on the XCom1Ruleset.rul file) to influence the probability of each region being selected: &lt;br /&gt;
* North America: 18&lt;br /&gt;
* Arctic: 4&lt;br /&gt;
* Antarctic: 4&lt;br /&gt;
* South America: 10&lt;br /&gt;
* Europe: 16&lt;br /&gt;
* North Africa: 12&lt;br /&gt;
* South Africa: 8&lt;br /&gt;
* Central Asia: 12&lt;br /&gt;
* Southeast Asia: 15&lt;br /&gt;
* Siberia: 10&lt;br /&gt;
* Australia: 10&lt;br /&gt;
* Pacific: 5&lt;br /&gt;
* North Atlantic: 5 &lt;br /&gt;
* South Atlantic: 5 &lt;br /&gt;
* Indian Ocean: 5 &lt;br /&gt;
&lt;br /&gt;
The 3 last regions don&#039;t have any random missions assigned and they won&#039;t see any Alien Terror missions since they have no cities present. However, it will be possible to see Alien Retaliation missions if any UFOs are shot down over those areas. This is because the target region for the retaliation is randomly picked between the UFO&#039;s mission region and the intercepting craft&#039;s point of origin. In the event that the interceptor&#039;s point of origin was one of these regions, a nearby region may be substituted in. Original handling would default the region to North America.&lt;br /&gt;
&lt;br /&gt;
As said above, each region has several missions assigned. The mission will be randomly selected also based on weighted factors (defined on [[ACTS.DAT]] and in [[Ruleset Reference (OpenXcom)#Regions|Regions]] on the XCom1Ruleset.rul file), which are shown on the table below. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Region&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Harvest&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Abduction&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Base&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| North America||14||17||20||20||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Arctic||25||NA||NA||NA||35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Antarctic||25||NA||NA||NA||35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| South America||10||24||12||18||22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Europe||10||10||15||20||6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| North Africa||8||8||8||8||19&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| South Africa||7||8||8||8||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Central Asia||5||5||6||10||8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Southeast Asia||8||13||21||13||8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Siberia||6||NA||4||NA||9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Australia||15||11||4||8||16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Pacific||15||NA||NA||NA||27&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The information on the table can be used together with any Alien Activity shown on the game&#039;s Graphs to make an educated guess on what the aliens are up to in certain areas. For instance, alien activity in Northern Africa, Arctic, Antarctic or the Pacific have a higher chance of an Alien Base being established on those regions.&lt;br /&gt;
&lt;br /&gt;
Finally, the race of the aliens present for each mission will be randomly selected according to their [[Alien Appearance Ratios]]. In the XCom1Ruleset.rul this can be changed under [[Ruleset Reference (OpenXcom)#Alien Missions|Alien Missions]], on the raceWeights subsection. &lt;br /&gt;
&lt;br /&gt;
===Missions &amp;amp; UFOs===&lt;br /&gt;
Each alien mission will consist of a wave of several UFOs, each of a specific type and with a particular flight pattern. The type and number of UFOs and the time interval between them are defined on the [[MISSIONS.DAT]] file (original game) or under the [[Ruleset Reference (OpenXcom)#Waves|Waves]] subsection of the AlienMissions section of the XCom1Ruleset.rul file. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alien Mission&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;UFO Type&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;UFO Count&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Timer (minutes)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;UFO Trajectory&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| Alien Research&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||9000||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||7800||P2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||2||9000||P4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;| Alien Harvest&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||7800||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||7800||P2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||6000||P2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||7800||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||9000||P3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Harvester||1||3000||P4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Harvester||1||750||P4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Battleship||1||1500||P2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Alien Abduction&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||15000||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||18000||P1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||9000||P3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Abductor||1||9000||P3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Abductor||2||60||P4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;| Alien Infiltration&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||16500||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||15000||P1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||13800||P6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||9000||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||60||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terror Ship||1||60||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supply Ship||1||60||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Battleship||2||60||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Alien Base&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||13500||P1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||15000||P5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||60||P5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supply Ship||2||60||P5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Battleship||1||60||P6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Alien Terror&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||1||15000||P1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||1||9600||P1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terror Ship||1||12000||P0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terror Ship||1||9000||P7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Alien Retaliation&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Small Scout||1||3000||P8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Medium Scout||2||3000||P8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Large Scout||3||3000||P8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Battleship||2||3000||P8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Alien Supply&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supply Ship||1||6000||P9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual value of the timer between missions will be set between 50-150% of the value above displayed above. Shooting down a UFO will add 1-9 days (1440 - 12960 min.) to the next timer. {{Template:Verify}} For more details check the [[MISSIONS.DAT]] page. Those delays from shooting down UFOs can postpone Alien missions to the next month, which can result in situations such as 2 Terror Sites in the same month. &lt;br /&gt;
&lt;br /&gt;
===UFO Trajectories===&lt;br /&gt;
The [[Ruleset Reference (OpenXcom)#UFO Trajectories|UFO trajectories]] are used by the game to determine the actual flight path of the UFO, as well as their speed/altitude and any possible landings and time spent on the ground. Each UFO trajectory has the following attributes:&lt;br /&gt;
* Trajectory ID&lt;br /&gt;
* Ground Timer (minutes spend on ground before taking-off)&lt;br /&gt;
* List of Waypoints. Each trajectory will have several waypoints, including entry/exit of Earth&#039;s atmosphere and patrol/landing areas. Those areas are called Misson Zones and each region has several defined zones. Each waypoint is used to determine the next destination of the UFO, along with the altitude and speed while flying.  &lt;br /&gt;
** MissionZone&lt;br /&gt;
** Altitude (5 = Very High, 0 = Ground). If the altitude of the next waypoint is 0, the UFO will land up reaching the waypoint it is currently heading towards. &lt;br /&gt;
** Speed (% of the UFO&#039;s maximum speed)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Trajectory ID&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;(Ground Timer)&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Zones&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Altitude&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Speed (% of UFO Max)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  rowspan=&amp;quot;5&amp;quot;| P0&amp;lt;br&amp;gt;&#039;&#039;3000&#039;&#039;&lt;br /&gt;
|5||4||100||  rowspan=&amp;quot;5&amp;quot;| P0 is the only trajectory where UFOs don&#039;t land. It is used mainly by Small Scouts assigned as the 1st UFO on the Abductions, Harvest, Research and Infiltration missions. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||3||74&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||1||28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1||1||47&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||2||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|P1&amp;lt;br&amp;gt;&#039;&#039;4000&#039;&#039;&lt;br /&gt;
|5||4||100|| rowspan=&amp;quot;8&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1||1||44&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||0||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||32&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||65&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|P2&amp;lt;br&amp;gt;&#039;&#039;5000&#039;&#039;&lt;br /&gt;
|5||4||100||  rowspan=&amp;quot;5&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||3||57&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1||1||50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|P3&amp;lt;br&amp;gt;&#039;&#039;6000&#039;&#039;&lt;br /&gt;
|5||4||100|| rowspan=&amp;quot;5&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||3||30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;|P4&amp;lt;br&amp;gt;&#039;&#039;7000&#039;&#039;&lt;br /&gt;
|5||4||100|| rowspan=&amp;quot;8&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||67&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||0||30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;8&amp;quot;| P5&amp;lt;br&amp;gt;&#039;&#039;4000&#039;&#039;&lt;br /&gt;
|5||4||100||  rowspan=&amp;quot;8&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4||1||15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||0||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||29&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4||1||42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||90&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;|P6&amp;lt;br&amp;gt;&#039;&#039;5000&#039;&#039;&lt;br /&gt;
|5||4||100||  rowspan=&amp;quot;5&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||3||50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4||1||16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| P7&amp;lt;br&amp;gt;&#039;&#039;9000&#039;&#039;&lt;br /&gt;
|5||4||100|| rowspan=&amp;quot;5&amp;quot;| P7 trajectories are only used by UFOs that land on cities, namely the Terror Ship that triggers the appearance of a Terror Site, and the last phase of the Alien Infiltration mission, where several UFOs descend on cities. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||3||60&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||2||30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3||1||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;8&amp;quot;| P8&amp;lt;br&amp;gt;&#039;&#039;6000&#039;&#039;&lt;br /&gt;
|5||4||100||   rowspan=&amp;quot;8&amp;quot;| P8 trajectories are exclusive to UFOs on Retaliation missions. However, the Battleship that conducts the actual assault on the XCom base will use instead the RETALIATION trajectory. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1||1||60&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|3||1||30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4||1||20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0||1||42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2||1||56&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||4||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| P9&amp;lt;br&amp;gt;&#039;&#039;2000&#039;&#039;&lt;br /&gt;
|5||4||80||   rowspan=&amp;quot;2&amp;quot;| P9 trajectories are only used for Alien Supply missions. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| RETALIATION&amp;lt;br&amp;gt;&#039;&#039;1000&#039;&#039;&lt;br /&gt;
|5||4||100||    rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5||0||100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following sequence of images shows a Large Scout on a Terror mission with a P1 trajectory as it moves from one waypoint to the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Large Scout P0 Trajectory (EU).png]]&lt;br /&gt;
&lt;br /&gt;
===Mission Zones===&lt;br /&gt;
Finally, each region can have up to 6 types of Mission Zones, defined under [[Ruleset Reference (OpenXcom)#Regions|Regions]], corresponding to different areas on the map. Mission Zones 5 are used exclusively as UFO entry/exit areas from the globe, while the others can be used either for travel or landings, depending on the UFO&#039;s trajectory and mission. Mission Zones 3 are the cities that appear on Geoscape and they are used by Alien Infiltration and Alien Terror missions for landings. &lt;br /&gt;
&lt;br /&gt;
As an example, this image displays the Mission Zones for Europe. &lt;br /&gt;
&lt;br /&gt;
[[Image: Mission Zones Europe (EU).png|1000px]]&lt;br /&gt;
&lt;br /&gt;
It is possible to see the Mission Zones for all regions using Falko&#039;s [http://falkooxc2.pythonanywhere.com/worldeditor WorldEditor].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Ruleset Reference (OpenXcom)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios_(TFTD)&amp;diff=67406</id>
		<title>Talk:Alien Appearance Ratios (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios_(TFTD)&amp;diff=67406"/>
		<updated>2015-08-30T14:41:51Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In these tables there is only one column for &amp;quot;Mixed Crew&amp;quot;, but there are two different sorts of Mixed Crew. What&#039;s going on here? [[User:Magic9mushroom|Magic9mushroom]] 07:34, 7 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because there&#039;s only one column of probabilities available in the table that is taken directly from the game executable. I think where the mixed crew types 1 and 2 come from is the equipment and rank makeup tables. [[User:NKF|NKF]] 01:08, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
So a single Alien Surface Attacks mission with a Mixed Crew (according to this table, the only Mixed Crew mission that should ever occur) could have different (ie Tasoth-based vs. Lobsterman-based) crews on different subs? This sounds like it needs to be checked. [[User:Magic9mushroom|Magic9mushroom]] 02:35, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had a re-read of the relevant articles, and I see the game specifically marks them as a type 4 and type 5, yet the probability table only has one column for both. If this is the case, then the game must do a toss between the two main races at the time it decides on creating the surface attack scouting wave or instant surface attack mission. [[User:NKF|NKF]] 02:52, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
The choice between the two types of Mixed Crew appears to be not the only one the game makes. Tasoths on land missions can be accompanied by either Bio-Drones or Triscenes (not by both). I have saved a game just before a Shipping Lane Attack mission, and tried to start playing from it several times. And I have always got Tasoths + Bio-Drones on a Cargo Ship Terror mission. So, the &amp;quot;racial&amp;quot; contents of the alien crew as well as the type of the attacked ship must be fixed before the start of the mission. The only thing that changes is the number of the aliens.&lt;br /&gt;
&lt;br /&gt;
As a result, in the observed alien appearance ratios some sub-types are distinguished:&lt;br /&gt;
&lt;br /&gt;
1. Tasoths on land missions&lt;br /&gt;
  (a) Tasoths + Bio-Drones&lt;br /&gt;
  (b) Tasoths + Triscenes&lt;br /&gt;
&lt;br /&gt;
2. Mixed Crew on land missions&lt;br /&gt;
 2.1.&lt;br /&gt;
  (a) Tasoths + Bio-drones + Aquatoids + Xarquids (or Calcinites?)&lt;br /&gt;
  (b) Tasoths + Triscenes + Aquatoids + Calcinites (or Xarquids?)&lt;br /&gt;
 2.2.&lt;br /&gt;
  (c) Lobster Men + Bio-Drones (or Calcinites???) + Aquatoids + Deep Ones&lt;br /&gt;
&lt;br /&gt;
(Details on Mixed Crew are quite a mystery for me; here I am relying on the contents of [[Mixed Crew]] article rather than on my own observations from the game.)&lt;br /&gt;
&lt;br /&gt;
Do you know how and where the sub-types are coded in the game exe or/and data files?&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:12, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Addition: if to believe what has been said in [[Talk:Mixed_Crew]], Bio-drones and Triscenes are possible in one mission side by side - only with the mixed crew of Tasoths and Aquatoids? Telling the truth, I have not spot one yet (even if played TFTD many times). Any way,&lt;br /&gt;
&lt;br /&gt;
Tasoths + Triscenes + Bio-Drones + Aquatoids + Calcinites on the 1st stage&lt;br /&gt;
&lt;br /&gt;
Tasoths + Triscenes + Bio-Drones + Aquatoids + Xarquids on the 2nd stage&lt;br /&gt;
&lt;br /&gt;
of a ship terror mission have been reported.&lt;br /&gt;
&lt;br /&gt;
Perhaps yet more types of Mixed Crew are possible then. It is hard for me to check it: mixed crew may not happen is some campaigns at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:49, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== a) Sonic research encouraging tougher aliens b) Tasoth appearance time error? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this referred to elsewhere, but I can&#039;t find it now: someone wanting to &amp;quot;bust the myth&amp;quot; that lobstermen appear later if you delay research on sonics.&lt;br /&gt;
I&#039;m just playing a superhuman game, and have researched all sonics pretty much as late as possible, and lobsters haven&#039;t appeared until June. It definitely feels like a very late showing, and it came just after I got my first few sonics.&lt;br /&gt;
&lt;br /&gt;
I had the same occur in UFO with late appearing snakemen (&amp;amp; mutons and ethereals) when I delayed plasma research.&lt;br /&gt;
&lt;br /&gt;
If the new appearance percentages come in on the 1st of every other month, and don&#039;t ramp up gradually, then this data supports the tentative theory for me: it has been quite marked. How well understood is the code about this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a second, related point, something appears to be wrong somewhere with these charts: Playing TFTD on steam, with Xcomutil being used to catch bugs and having an otherwise &amp;quot;classic&amp;quot; game, I had a Tasoth and Bio-drone cargo ship terror mission on May 1st, which should be flat-out impossible according to these tables. It&#039;s now June 16th and I still haven&#039;t seen them since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Even though the aliens start to get the probability of appearing, that doesn&#039;t always guarantee that they&#039;ll appear. I had one game in UFO where I never even met the Mutons. Once they get a probability of appearing, missions for these races will start to get scheduled from the 1st and will not necessarily show up right away. What you&#039;ll get initially will be the leftovers from the last month. &lt;br /&gt;
&lt;br /&gt;
:I&#039;m not sure about the slightly earlier Tasoth mission, unless these probabilities only affect the normal sub waves that go out searching for a terror site and the monthly instant terror missions follow slightly different rules (Or suffer a fencepost error). XComutil doesn&#039;t touch the probabilities, and I doubt the probabilities will have changed when the Dos version was ported to the CE version. -[[User:NKF|NKF]] 03:55, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tasoths + Bio-Drone shipping route attacks in May may be a rule in the game, or an result of a bug. I have just got one as well. And I have checked missions.dat - there is no trace of any Tasoth activity there, only 0 (Aquatoids) and 1 (Gill Men) missions. Which is more, there is not a single Alien Surface Attack active mission recorded in there as well. I have checked saved games before the attack (of April 2040) and after the mission, and still no trace of any Tasoth alien mission at all.&lt;br /&gt;
&lt;br /&gt;
In addition: the place of the attack is not very far from a base of mine. There is a Wide Array Sonar in the base, so the chance of detecting a battleship heading for the attack was not very low - but I did not detect anything, and such an event is not the first time. It looks like the aliens emerged from beneath the waves just to the attacked ship.&lt;br /&gt;
&lt;br /&gt;
Some interesting questions arise then:&lt;br /&gt;
&lt;br /&gt;
(1) Shouldn&#039;t any alien active mission be recorded in missions.dat?&lt;br /&gt;
&lt;br /&gt;
(2) Is there a possibility that some kind of alien activities are hard recorded (in the exe) and are thus basic events of the game timeline (or its milestones)?&lt;br /&gt;
&lt;br /&gt;
(3) Or perhaps the-first-day-of-the-month alien surface attacks are not scheduled in the same way like other alien missions?&lt;br /&gt;
&lt;br /&gt;
And, as a consequence, tasoths may appear on them even if they should not have appeared yet, as it is too early for it according to the game alien appearance ratios?&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:35, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll just chip in and say I&#039;ve seen a Tasoth shipping route terror mission as early as 1st April (it wasn&#039;t an April fools, sadly). In fact, in that game they showed up before the Lobster Men. I was playing on Superhuman.&lt;br /&gt;
--[[User:Darkpast|Darkpast]] 10:32, 30 July 2013 (EDT)&lt;br /&gt;
:Update: I think I may have found the answer to the Tasoth mission in April. According to the tables here, it seems that a Lobsterman terror mission has a 50% chance of spawning in April. However, I remember that every single time I played the game, there was a Shipping Route mission with either Lobster Men or (rarely) Tasoths in the first few days of April. Therefore, Sherlock&#039;s point #3 seems correct: the missions at the beginning of the month are recorded somewhere else... And I have a hunch it&#039;s the same place that Artifact Site missions are recorded, because Artifact Sites aren&#039;t &amp;quot;normal&amp;quot; missions either; they simply pop out of nowhere. Furthermore, later in the game there will (almost?) always be either an Artifact Site or Shipping Route mission at the beginning of the month - if you try re-loading the game you&#039;ll see they&#039;re interchangeable; you can get either one (seems the chance is 50-50). --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:22, 3 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alien Missions and Attacks ==&lt;br /&gt;
&lt;br /&gt;
Perhaps I have found a solution of the April Tasoth problem, and by the way, of the problem of alien appearance ratios for Floating Base Attack, said to be superfluous and not used by the game.&lt;br /&gt;
&lt;br /&gt;
It seems that the aliens take a part in both missions and attacks which are not part of any mission (and thus are not recorded). Single attacks (not being part of a mission) mean shipping route, port and island terror attacks, not scheduled before, not preceded by an appearance of any USO (the aliens attack immediately) and not in agreement with the tables presented in the current article. Hence Tasoths may appear in April, and hence aliens may terrorize land as early as in the first days of the campaign.&lt;br /&gt;
&lt;br /&gt;
Note that an Alien Surface Attacks mission, unlike a single attack, contains of several phases. It begins from smaller USOs, and only in the last phase a Battleship appears and attacks a ship, a port or an island. It is in total agreement with the appearence charts discussed here. Unlike this, single attacks are not preceded by smaller USO&#039;s, and are not in agreement with the charts.&lt;br /&gt;
&lt;br /&gt;
Single terror attacks are frequent in first months, then they seem to cease. Aliens can still terrorize ships, ports and islands but during their Alien Surface Attacks missions rather than single attacks.&lt;br /&gt;
&lt;br /&gt;
As it seems to me, a similar mechanism lies behind attacks on XCom bases. Some of the attacks are a result of an alien response to downing a USO (with a chance which depends on the game difficulty level). Contrary to single terror attacks, a Dreadnought always appears then. The aliens know exactly where the XCom base is located. Appearance ratios are of no use then - it is the same race which responds, as the race whose USO was downed by XCom.&lt;br /&gt;
&lt;br /&gt;
These single attacks in response to USO downing seem to have nothing to do with Floating Base Attack missions. Like other of the 7 mission types altogether, Floating Base Attacks are scheduled and consist of several phases. Alien Appearence Ratios are applied. It is only a chance that the aliens will find the XCom base location.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] ([[User talk:Sherlock|talk]]) 07:40, 14 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You would be right there. The tables only really apply to the scheduling of UFOs that show up in chained scouting waves. The more regular appearances. The one-offs are a bit of an exception. &lt;br /&gt;
&lt;br /&gt;
: I don&#039;t recall getting into this situation myself, but if the aliens were persistent enough to create a colony very early into the game, and you were eager enough to tackle it with the good old harpoons and gauss, then you would quite likely meet the Tasoth well before they are scheduled to start appearing. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:39, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve noticed this discussion on the OpenXCom forums about the Single Attacks, as called by Sherlock and my question here is what proof there is (code/setting in the game files, etc.) that they exist and if this isn&#039;t a misinterpretation of the UFO wave system. NKF already mentioned that Tasoths can appear in the early game if the RNG spawns an alien colony in the first months, or if an Artifact Site is activated, although the latter only appears after a certain game stage IIRC. So let&#039;s take a few of the claims here and try to examine them in the light of the current theory. &lt;br /&gt;
*&amp;quot;It seems that the aliens take a part in both missions and attacks which are not part of any mission (and thus are not recorded).&amp;quot; - by not being recorded I assume that it means that it doesn&#039;t appear on the graphs. But what is the point of not recording the attacks, since they will not score points for the aliens?&lt;br /&gt;
*&amp;quot;Single terror attacks are frequent in first months, then they seem to cease.&amp;quot; - Could this be that in the first months the sonars don&#039;t automatically detect all the UFOs (only the Transmission Resolver does so), so they have failed to pick any UFO scouts send as a wave?&lt;br /&gt;
:All this being said, it is quite possible that some missions (Artifact Site) don&#039;t have any scout UFOs being generated (or simply any UFOs) but to me the real proof lies on the [[MISSIONS.DAT]] equivalent of TFTD rather than ingame observations that might be flawed. Warboy1982 should be checking this for OpenTFTD so we should have some light after he finishes the conversion. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 10:01, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
To settle the confusion over this, i&#039;ve made a small adjustment to the tables to reflect what actually happens in the function that spawns the shipping route missions. It doesn&#039;t take the progression of time into account, it simply references the fourth racial distribution table for alien surface attacks. In short: tasoth shipping route terror missions are a very real possibility, even as early as april 1st (as supported by all the anecdotal evidence above) --[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 09:29, 30 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios_(TFTD)&amp;diff=67405</id>
		<title>Talk:Alien Appearance Ratios (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios_(TFTD)&amp;diff=67405"/>
		<updated>2015-08-30T13:29:53Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* a) Sonic research encouraging tougher aliens b) Tasoth appearance time error? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In these tables there is only one column for &amp;quot;Mixed Crew&amp;quot;, but there are two different sorts of Mixed Crew. What&#039;s going on here? [[User:Magic9mushroom|Magic9mushroom]] 07:34, 7 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because there&#039;s only one column of probabilities available in the table that is taken directly from the game executable. I think where the mixed crew types 1 and 2 come from is the equipment and rank makeup tables. [[User:NKF|NKF]] 01:08, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
So a single Alien Surface Attacks mission with a Mixed Crew (according to this table, the only Mixed Crew mission that should ever occur) could have different (ie Tasoth-based vs. Lobsterman-based) crews on different subs? This sounds like it needs to be checked. [[User:Magic9mushroom|Magic9mushroom]] 02:35, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had a re-read of the relevant articles, and I see the game specifically marks them as a type 4 and type 5, yet the probability table only has one column for both. If this is the case, then the game must do a toss between the two main races at the time it decides on creating the surface attack scouting wave or instant surface attack mission. [[User:NKF|NKF]] 02:52, 8 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
The choice between the two types of Mixed Crew appears to be not the only one the game makes. Tasoths on land missions can be accompanied by either Bio-Drones or Triscenes (not by both). I have saved a game just before a Shipping Lane Attack mission, and tried to start playing from it several times. And I have always got Tasoths + Bio-Drones on a Cargo Ship Terror mission. So, the &amp;quot;racial&amp;quot; contents of the alien crew as well as the type of the attacked ship must be fixed before the start of the mission. The only thing that changes is the number of the aliens.&lt;br /&gt;
&lt;br /&gt;
As a result, in the observed alien appearance ratios some sub-types are distinguished:&lt;br /&gt;
&lt;br /&gt;
1. Tasoths on land missions&lt;br /&gt;
  (a) Tasoths + Bio-Drones&lt;br /&gt;
  (b) Tasoths + Triscenes&lt;br /&gt;
&lt;br /&gt;
2. Mixed Crew on land missions&lt;br /&gt;
 2.1.&lt;br /&gt;
  (a) Tasoths + Bio-drones + Aquatoids + Xarquids (or Calcinites?)&lt;br /&gt;
  (b) Tasoths + Triscenes + Aquatoids + Calcinites (or Xarquids?)&lt;br /&gt;
 2.2.&lt;br /&gt;
  (c) Lobster Men + Bio-Drones (or Calcinites???) + Aquatoids + Deep Ones&lt;br /&gt;
&lt;br /&gt;
(Details on Mixed Crew are quite a mystery for me; here I am relying on the contents of [[Mixed Crew]] article rather than on my own observations from the game.)&lt;br /&gt;
&lt;br /&gt;
Do you know how and where the sub-types are coded in the game exe or/and data files?&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:12, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Addition: if to believe what has been said in [[Talk:Mixed_Crew]], Bio-drones and Triscenes are possible in one mission side by side - only with the mixed crew of Tasoths and Aquatoids? Telling the truth, I have not spot one yet (even if played TFTD many times). Any way,&lt;br /&gt;
&lt;br /&gt;
Tasoths + Triscenes + Bio-Drones + Aquatoids + Calcinites on the 1st stage&lt;br /&gt;
&lt;br /&gt;
Tasoths + Triscenes + Bio-Drones + Aquatoids + Xarquids on the 2nd stage&lt;br /&gt;
&lt;br /&gt;
of a ship terror mission have been reported.&lt;br /&gt;
&lt;br /&gt;
Perhaps yet more types of Mixed Crew are possible then. It is hard for me to check it: mixed crew may not happen is some campaigns at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:49, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== a) Sonic research encouraging tougher aliens b) Tasoth appearance time error? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this referred to elsewhere, but I can&#039;t find it now: someone wanting to &amp;quot;bust the myth&amp;quot; that lobstermen appear later if you delay research on sonics.&lt;br /&gt;
I&#039;m just playing a superhuman game, and have researched all sonics pretty much as late as possible, and lobsters haven&#039;t appeared until June. It definitely feels like a very late showing, and it came just after I got my first few sonics.&lt;br /&gt;
&lt;br /&gt;
I had the same occur in UFO with late appearing snakemen (&amp;amp; mutons and ethereals) when I delayed plasma research.&lt;br /&gt;
&lt;br /&gt;
If the new appearance percentages come in on the 1st of every other month, and don&#039;t ramp up gradually, then this data supports the tentative theory for me: it has been quite marked. How well understood is the code about this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a second, related point, something appears to be wrong somewhere with these charts: Playing TFTD on steam, with Xcomutil being used to catch bugs and having an otherwise &amp;quot;classic&amp;quot; game, I had a Tasoth and Bio-drone cargo ship terror mission on May 1st, which should be flat-out impossible according to these tables. It&#039;s now June 16th and I still haven&#039;t seen them since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Even though the aliens start to get the probability of appearing, that doesn&#039;t always guarantee that they&#039;ll appear. I had one game in UFO where I never even met the Mutons. Once they get a probability of appearing, missions for these races will start to get scheduled from the 1st and will not necessarily show up right away. What you&#039;ll get initially will be the leftovers from the last month. &lt;br /&gt;
&lt;br /&gt;
:I&#039;m not sure about the slightly earlier Tasoth mission, unless these probabilities only affect the normal sub waves that go out searching for a terror site and the monthly instant terror missions follow slightly different rules (Or suffer a fencepost error). XComutil doesn&#039;t touch the probabilities, and I doubt the probabilities will have changed when the Dos version was ported to the CE version. -[[User:NKF|NKF]] 03:55, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tasoths + Bio-Drone shipping route attacks in May may be a rule in the game, or an result of a bug. I have just got one as well. And I have checked missions.dat - there is no trace of any Tasoth activity there, only 0 (Aquatoids) and 1 (Gill Men) missions. Which is more, there is not a single Alien Surface Attack active mission recorded in there as well. I have checked saved games before the attack (of April 2040) and after the mission, and still no trace of any Tasoth alien mission at all.&lt;br /&gt;
&lt;br /&gt;
In addition: the place of the attack is not very far from a base of mine. There is a Wide Array Sonar in the base, so the chance of detecting a battleship heading for the attack was not very low - but I did not detect anything, and such an event is not the first time. It looks like the aliens emerged from beneath the waves just to the attacked ship.&lt;br /&gt;
&lt;br /&gt;
Some interesting questions arise then:&lt;br /&gt;
&lt;br /&gt;
(1) Shouldn&#039;t any alien active mission be recorded in missions.dat?&lt;br /&gt;
&lt;br /&gt;
(2) Is there a possibility that some kind of alien activities are hard recorded (in the exe) and are thus basic events of the game timeline (or its milestones)?&lt;br /&gt;
&lt;br /&gt;
(3) Or perhaps the-first-day-of-the-month alien surface attacks are not scheduled in the same way like other alien missions?&lt;br /&gt;
&lt;br /&gt;
And, as a consequence, tasoths may appear on them even if they should not have appeared yet, as it is too early for it according to the game alien appearance ratios?&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:35, 19 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll just chip in and say I&#039;ve seen a Tasoth shipping route terror mission as early as 1st April (it wasn&#039;t an April fools, sadly). In fact, in that game they showed up before the Lobster Men. I was playing on Superhuman.&lt;br /&gt;
--[[User:Darkpast|Darkpast]] 10:32, 30 July 2013 (EDT)&lt;br /&gt;
:Update: I think I may have found the answer to the Tasoth mission in April. According to the tables here, it seems that a Lobsterman terror mission has a 50% chance of spawning in April. However, I remember that every single time I played the game, there was a Shipping Route mission with either Lobster Men or (rarely) Tasoths in the first few days of April. Therefore, Sherlock&#039;s point #3 seems correct: the missions at the beginning of the month are recorded somewhere else... And I have a hunch it&#039;s the same place that Artifact Site missions are recorded, because Artifact Sites aren&#039;t &amp;quot;normal&amp;quot; missions either; they simply pop out of nowhere. Furthermore, later in the game there will (almost?) always be either an Artifact Site or Shipping Route mission at the beginning of the month - if you try re-loading the game you&#039;ll see they&#039;re interchangeable; you can get either one (seems the chance is 50-50). --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:22, 3 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
To settle the confusion over this, i&#039;ve made a small adjustment to the tables to reflect what actually happens. In the function that spawns the shipping route missions, it doesn&#039;t take the progression of time into account, it simply references a the fourth racial distribution table for alien surface attacks. In short: tasoth shipping route terror missions are a very real possibility, even as early as april 1st (as supported by all the anecdotal evidence above) --[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 09:29, 30 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Missions and Attacks ==&lt;br /&gt;
&lt;br /&gt;
Perhaps I have found a solution of the April Tasoth problem, and by the way, of the problem of alien appearance ratios for Floating Base Attack, said to be superfluous and not used by the game.&lt;br /&gt;
&lt;br /&gt;
It seems that the aliens take a part in both missions and attacks which are not part of any mission (and thus are not recorded). Single attacks (not being part of a mission) mean shipping route, port and island terror attacks, not scheduled before, not preceded by an appearance of any USO (the aliens attack immediately) and not in agreement with the tables presented in the current article. Hence Tasoths may appear in April, and hence aliens may terrorize land as early as in the first days of the campaign.&lt;br /&gt;
&lt;br /&gt;
Note that an Alien Surface Attacks mission, unlike a single attack, contains of several phases. It begins from smaller USOs, and only in the last phase a Battleship appears and attacks a ship, a port or an island. It is in total agreement with the appearence charts discussed here. Unlike this, single attacks are not preceded by smaller USO&#039;s, and are not in agreement with the charts.&lt;br /&gt;
&lt;br /&gt;
Single terror attacks are frequent in first months, then they seem to cease. Aliens can still terrorize ships, ports and islands but during their Alien Surface Attacks missions rather than single attacks.&lt;br /&gt;
&lt;br /&gt;
As it seems to me, a similar mechanism lies behind attacks on XCom bases. Some of the attacks are a result of an alien response to downing a USO (with a chance which depends on the game difficulty level). Contrary to single terror attacks, a Dreadnought always appears then. The aliens know exactly where the XCom base is located. Appearance ratios are of no use then - it is the same race which responds, as the race whose USO was downed by XCom.&lt;br /&gt;
&lt;br /&gt;
These single attacks in response to USO downing seem to have nothing to do with Floating Base Attack missions. Like other of the 7 mission types altogether, Floating Base Attacks are scheduled and consist of several phases. Alien Appearence Ratios are applied. It is only a chance that the aliens will find the XCom base location.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] ([[User talk:Sherlock|talk]]) 07:40, 14 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You would be right there. The tables only really apply to the scheduling of UFOs that show up in chained scouting waves. The more regular appearances. The one-offs are a bit of an exception. &lt;br /&gt;
&lt;br /&gt;
: I don&#039;t recall getting into this situation myself, but if the aliens were persistent enough to create a colony very early into the game, and you were eager enough to tackle it with the good old harpoons and gauss, then you would quite likely meet the Tasoth well before they are scheduled to start appearing. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:39, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve noticed this discussion on the OpenXCom forums about the Single Attacks, as called by Sherlock and my question here is what proof there is (code/setting in the game files, etc.) that they exist and if this isn&#039;t a misinterpretation of the UFO wave system. NKF already mentioned that Tasoths can appear in the early game if the RNG spawns an alien colony in the first months, or if an Artifact Site is activated, although the latter only appears after a certain game stage IIRC. So let&#039;s take a few of the claims here and try to examine them in the light of the current theory. &lt;br /&gt;
*&amp;quot;It seems that the aliens take a part in both missions and attacks which are not part of any mission (and thus are not recorded).&amp;quot; - by not being recorded I assume that it means that it doesn&#039;t appear on the graphs. But what is the point of not recording the attacks, since they will not score points for the aliens?&lt;br /&gt;
*&amp;quot;Single terror attacks are frequent in first months, then they seem to cease.&amp;quot; - Could this be that in the first months the sonars don&#039;t automatically detect all the UFOs (only the Transmission Resolver does so), so they have failed to pick any UFO scouts send as a wave?&lt;br /&gt;
:All this being said, it is quite possible that some missions (Artifact Site) don&#039;t have any scout UFOs being generated (or simply any UFOs) but to me the real proof lies on the [[MISSIONS.DAT]] equivalent of TFTD rather than ingame observations that might be flawed. Warboy1982 should be checking this for OpenTFTD so we should have some light after he finishes the conversion. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 10:01, 15 September 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67404</id>
		<title>Alien Appearance Ratios (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67404"/>
		<updated>2015-08-30T13:16:01Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | December (2039) - January &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 70%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 30%&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | February - March &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 60%&lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 40%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 40%&lt;br /&gt;
| 40%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | April - May &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | June - July &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | August and Beyond&lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* December 2039 is included in the first table, but the game begins in January 2040. Each table covers two month blocks. &lt;br /&gt;
&lt;br /&gt;
* All months beyond August 2040 use the August table. &lt;br /&gt;
&lt;br /&gt;
* All values listed above are interpreted off probability tables obtained directly from TFTD&#039;s [[GEOSCAPE.EXE]]. &lt;br /&gt;
&lt;br /&gt;
* Established Alien Colonies, Artefact Sites and the final mission [[T&#039;Leth]] have fixed crew types. &lt;br /&gt;
&lt;br /&gt;
* Alien subs on Colony Supply Missions will be crewed by the same species that established the Colony, and ignore the monthly tables. &lt;br /&gt;
&lt;br /&gt;
* Port Attack and Island Attack missions fall under the category &#039;&#039;&#039;Alien Surface Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Cruise Ship and Cargo Ship missions fall under the category &#039;&#039;&#039;Shipping Route Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Appearance Ratios]] - For Enemy Unknown/UFO Defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67403</id>
		<title>Alien Appearance Ratios (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67403"/>
		<updated>2015-08-30T13:15:05Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | December (2039) - January &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 70%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 30%&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | February - March &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 60%&lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 40%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 40%&lt;br /&gt;
| 40%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | April - May &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | June - July &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | August and Beyond&lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Shipping Route Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* December 2039 is included in the first table, but the game begins in January 2040. Each table covers two month blocks. &lt;br /&gt;
&lt;br /&gt;
* All months beyond August 2040 use the August table. &lt;br /&gt;
&lt;br /&gt;
* All values listed above are interpreted off probability tables obtained directly from TFTD&#039;s [[GEOSCAPE.EXE]]. &lt;br /&gt;
&lt;br /&gt;
* Established Alien Colonies, Artefact Sites and the final mission [[T&#039;Leth]] have fixed crew types. &lt;br /&gt;
&lt;br /&gt;
* Alien subs on Colony Supply Missions will be crewed by the same species that established the Colony, and ignore the monthly tables. &lt;br /&gt;
&lt;br /&gt;
* Port Attack and Island Attack missions fall under the category &#039;&#039;&#039;Alien Surface Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Cruise Ship and Cargo Ship missions fall under the category &#039;&#039;&#039;Shipping Route Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Appearance Ratios]] - For Enemy Unknown/UFO Defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67402</id>
		<title>Alien Appearance Ratios (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Appearance_Ratios_(TFTD)&amp;diff=67402"/>
		<updated>2015-08-30T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | December (2039) - January &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 70%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 30%&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 60%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | February - March &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 60%&lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 40%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 40%&lt;br /&gt;
| 40%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 80%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | April - May &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 20%&lt;br /&gt;
| 50%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 60%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | June - July &lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
| 40%&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 70%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 40%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 20%&lt;br /&gt;
| 30%&lt;br /&gt;
| 30%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colspan = &amp;quot;6&amp;quot; {{StdDescTable Heading}} align = &amp;quot;left&amp;quot; | August and Beyond&lt;br /&gt;
|- {{StdTable Sub Heading}}&lt;br /&gt;
| Mission/Race&lt;br /&gt;
| [[Aquatoid]]&lt;br /&gt;
| [[Gillman]]&lt;br /&gt;
| [[Lobsterman]]&lt;br /&gt;
| [[Tasoth]]&lt;br /&gt;
| [[Mixed Crew]]&lt;br /&gt;
|- &lt;br /&gt;
| Alien Probe Mission&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
| Alien Interdiction&lt;br /&gt;
| 30%&lt;br /&gt;
| -&lt;br /&gt;
| 30%&lt;br /&gt;
| 40%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Resource Raid&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Infiltration &lt;br /&gt;
| 30%&lt;br /&gt;
| 10%&lt;br /&gt;
| 50%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Colony Expansion&lt;br /&gt;
| 10%&lt;br /&gt;
| 20%&lt;br /&gt;
| 60%&lt;br /&gt;
| 10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surface Attacks&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 20%&lt;br /&gt;
| 10%&lt;br /&gt;
| 30%&lt;br /&gt;
|- &lt;br /&gt;
| Floating Base Attack&lt;br /&gt;
| 10%&lt;br /&gt;
| 10%&lt;br /&gt;
| 60%&lt;br /&gt;
| 20%&lt;br /&gt;
| -&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* December 2039 is included in the first table, but the game begins in January 2040. Each table covers two month blocks. &lt;br /&gt;
&lt;br /&gt;
* All months beyond August 2040 use the August table. &lt;br /&gt;
&lt;br /&gt;
* All values listed above are interpreted off probability tables obtained directly from TFTD&#039;s [[GEOSCAPE.EXE]]. &lt;br /&gt;
&lt;br /&gt;
* Established Alien Colonies, Artefact Sites and the final mission [[T&#039;Leth]] have fixed crew types. &lt;br /&gt;
&lt;br /&gt;
* Alien subs on Colony Supply Missions will be crewed by the same species that established the Colony, and ignore the monthly tables. &lt;br /&gt;
&lt;br /&gt;
* Port Attack and Island Attack missions fall under the category &#039;&#039;&#039;Alien Surface Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Cruise Ship and Cargo Ship missions fall under the category &#039;&#039;&#039;Shipping Route Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alien Appearance Ratios]] - For Enemy Unknown/UFO Defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=67232</id>
		<title>Zrbite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=67232"/>
		<updated>2015-08-14T12:23:29Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Zrbite}}&lt;br /&gt;
[[Image:Zrbite.png|64px|right]]&lt;br /&gt;
This is an alloy of Alien origin, part gold part Alien Bio-material. When utilised as a power source, small quantities will generate more power than a nuclear unit of 10 times the size. It is beyond our technical ability to replicate this material as most of its constituents are Alien in origin.&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item = Zrbite&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| image = [[Image:BigZrbite.png|64px|center]]&lt;br /&gt;
| saleprice = 5000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
Zrbite is the aliens&#039; power source and is a near-equivalent to the [[Elerium-115]] used in the previous alien war.&lt;br /&gt;
&lt;br /&gt;
Although constructed from different materials, its usage is identical in that it powers all alien weapons and craft. X-COM can use Zrbite to manufacture advanced equipment as well as to fuel hybrid submarines.&lt;br /&gt;
&lt;br /&gt;
Zrbite cannot be manufactured and can only be recovered from [[Alien Submarine Assault]]s or [[Colony Assault]]s. Selling Zrbite is therefore not recommended unless a reasonable stockpile is available or a regular source of Zrbite has been found. &lt;br /&gt;
&lt;br /&gt;
In the Battlescape, Zrbite appears as a small yellow bar; if an object occupies the same tile, the yellow bar will be superimposed over that object. In the inventory view, Zrbite appears as a 1 &amp;amp;times; 2 crystal. Each of these crystals is converted into 50 Zrbite if recovered intact; it bears noting that they are quite fragile and will be destroyed by nearby explosions. Zrbite can be picked up by an Aquanaut standing over it; this is not a preferred method of recovery, however, as Zrbite is usually found inside an object and some of these objects will explode - destroying the Zrbite - if blasted open during a mission in an attempt to retrieve their contents.&lt;br /&gt;
&lt;br /&gt;
This item only appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to [[Elerium-115]].&lt;br /&gt;
&lt;br /&gt;
== Obtaining Zrbite ==&lt;br /&gt;
&lt;br /&gt;
[[image: Zrbite engines.png | 256px | right | Ion Beam Accelerators with Zrbite]]&lt;br /&gt;
&lt;br /&gt;
The best way to accumulate Zrbite is to assault intact [[Alien Submarines]] rather than submarines that have been shot down. When shot down, the detonations of the Ion Beam Accelerators have a tendency to destroy the Zrbite. However, unlike Enemy Unknown/UFO Defense, Zrbite is not exclusively stored in the sub&#039;s power source and may be found in different locations around the ship. This means that some of the Zrbite on certain vessels may remain intact even if the Ion Beam Accelerators explode. &lt;br /&gt;
&lt;br /&gt;
One example of this is the [[Cruiser]]. As the Zrbite is stored in the tail of the ship, well away from the Ion Beam Accelerators, it will not be destroyed no matter how badly the Cruiser is damaged. As this alien sub appears on all [[Alien Missions (TFTD)|Alien Missions]], it provides a reasonably reliable and low-risk way to obtain Zrbite.&lt;br /&gt;
&lt;br /&gt;
Another method of reliably obtaining Zrbite is to find an intact Alien Colony and perform [[Alien Submarine Assault]]s on the [[Fleet Supply Cruiser]]s that land there. Note that these alien subs are challenging as the enemy crew will be supplemented with [[Disrupter Pulse Launcher]]s. The high risk does provide a suitably high reward in the form of 150 Zrbite and a lot of gear and experience.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* Researching Zrbite will open up the Research for the Disrupter Pulse Launcher and its ammunition. If you collected the weapon or ammunition samples after you researched Zrbite, they will automatically become available on the completion of the current research project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:New Submersible Technologies]][[Category:Research (TFTD)]][[Category:Equipment (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:BigZrbite.png&amp;diff=67231</id>
		<title>File:BigZrbite.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:BigZrbite.png&amp;diff=67231"/>
		<updated>2015-08-14T12:21:54Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: Picture of Zrbite as found in bigobs.pck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picture of Zrbite as found in bigobs.pck&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67200</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=67200"/>
		<updated>2015-08-09T08:01:04Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warboy,&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:we converted them in most cases from xcom units into degrees, the in-game coordinate values are actually the same as the ones used on google maps, which makes it pretty easy to locate cities/etc. and add them in to the rulesets.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 05:32, 8 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the info.  For a while, I was investigating the navigation code to eventually fix the Great Circle issue in the original game.  I got a working formula but the output for the degrees of heading were never as expected. I looked at what formula OpenXCOM used but it seemed fundamentally the same, so I wondered if you all were using your own map data. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:28, 8 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::we actually wrote some code to convert all the original data into our format, and we use the world.dat file for the polygons. the only thing we really took liberties with were the region zones. we closed the hole near australia in UFO and 99% of the holes in TFTD (i&#039;m still working on those). you can use debug mode to project all the zones/countries/mission zones on the geoscape in real-time if you wanna make comparisons, or one of our forum members, Falko, made a python script [http://falkooxc2.pythonanywhere.com/worldeditor] to parse it all and give you a cartesian perspective.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:59, 9 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67199</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=67199"/>
		<updated>2015-08-09T07:59:20Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warboy,&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:we converted them in most cases from xcom units into degrees, the in-game coordinate values are actually the same as the ones used on google maps, which makes it pretty easy to locate cities/etc. and add them in to the rulesets.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 05:32, 8 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the info.  For a while, I was investigating the navigation code to eventually fix the Great Circle issue in the original game.  I got a working formula but the output for the degrees of heading were never as expected. I looked at what formula OpenXCOM used but it seemed fundamentally the same, so I wondered if you all were using your own map data. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:28, 8 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::we actually wrote some code to convert all the original data into our format, and we use the world.dat file for the polygons. the only thing we really took liberties with were the region zones. we closed the hole near australia in UFO and 99% of the holes in TFTD (i&#039;m still working on those). you can use debug mode to project all the zones/countries/mission zones on the geoscape in real-time if you wanna make comparisons, or one of our forum members, Falko, made a python script to parse it all and give you a cartesian perspective. [http://falkooxc2.pythonanywhere.com/worldeditor]--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:59, 9 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67191</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=67191"/>
		<updated>2015-08-08T09:32:27Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &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;br /&gt;
&lt;br /&gt;
Warboy,&lt;br /&gt;
&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
we converted them in most cases from xcom units into degrees, the in-game coordinate values are actually the same as the ones used on google maps, which makes it pretty easy to locate cities/etc. and add them in to the rulesets.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 05:32, 8 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67190</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=67190"/>
		<updated>2015-08-08T09:32:14Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &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;br /&gt;
&lt;br /&gt;
Warboy,&lt;br /&gt;
&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
we converted them in most cases from xcom units into either degrees, the in-game coordinate values are actually the same as the ones used on google maps, which makes it pretty easy to locate cities/etc. and add them in to the rulesets.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 05:32, 8 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67178</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67178"/>
		<updated>2015-08-07T07:45:14Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Close - it certainly does have notes and comments from the TFTD dev team that has so far backed up all the findings from the reverse engineering that has been done up until now. Incidentally, I&#039;ll give credit to Zombie for finding it in his epic quest of obtaining all sorts of rare X-Com related materials and paraphernalia. I&#039;m only assessing it. &lt;br /&gt;
&lt;br /&gt;
::Unfortunately, unless we can get permission, we can&#039;t really publish it. To be honest, I&#039;m finding it quite frustrating as I&#039;d really like to see this go into the public domain. Both for its informative nature and historic significance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:33, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yeah, i guess a deep one was a bad example, and i should have used looser wording regarding the AI, like &amp;quot;might not be able to&amp;quot; instead of &amp;quot;wouldn&#039;t be capable&amp;quot; since not ALL relevant checks are unit-type related, but if you&#039;ve seen the AI, you can see where i was coming from on this. in any case, i agree completely with Tycho&#039;s summary. as for my edit summary being bad - if you&#039;ve seen my code commit notes on openxcom, this would seem like an extremely detailed explanation by comparison. i&#039;ve had to explain this to people so many times, that i got fed up and decided removing the section from the article would benefit everyone, by saving their time and my sanity. and curse you NKF for tantalizing me with these details, if what you&#039;re talking about is what i think it is, then you know what it represents to me, and how frustrating it is knowing that i can&#039;t have it--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:34, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67177</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67177"/>
		<updated>2015-08-07T07:43:55Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Close - it certainly does have notes and comments from the TFTD dev team that has so far backed up all the findings from the reverse engineering that has been done up until now. Incidentally, I&#039;ll give credit to Zombie for finding it in his epic quest of obtaining all sorts of rare X-Com related materials and paraphernalia. I&#039;m only assessing it. &lt;br /&gt;
&lt;br /&gt;
::Unfortunately, unless we can get permission, we can&#039;t really publish it. To be honest, I&#039;m finding it quite frustrating as I&#039;d really like to see this go into the public domain. Both for its informative nature and historic significance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:33, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yeah, i guess a deep one was a bad example, and i should have used looser wording regarding the AI, like &amp;quot;might not be able to&amp;quot; instead of &amp;quot;wouldn&#039;t be capable&amp;quot; since not ALL relevant checks are unit-type related, but if you&#039;ve seen the AI, you can see where i was coming from on this. in any case, i agree completely with Tycho&#039;s summary. as for my edit summary being bad - if you&#039;ve seen my code commit notes on openxcom, this would seem like an extremely detailed explanation by comparison. i&#039;ve had to explain this to people so many times, that i got fed up and decided removing the section from the article would benefit everyone, by saving their time and my sanity. and curse you NKF for tantalizing me with these details, if what you&#039;re talking about is what i think it is, then you know how frustrated i am knowing that i can&#039;t have it--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:34, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67176</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67176"/>
		<updated>2015-08-07T07:38:30Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Close - it certainly does have notes and comments from the TFTD dev team that has so far backed up all the findings from the reverse engineering that has been done up until now. Incidentally, I&#039;ll give credit to Zombie for finding it in his epic quest of obtaining all sorts of rare X-Com related materials and paraphernalia. I&#039;m only assessing it. &lt;br /&gt;
&lt;br /&gt;
::Unfortunately, unless we can get permission, we can&#039;t really publish it. To be honest, I&#039;m finding it quite frustrating as I&#039;d really like to see this go into the public domain. Both for its informative nature and historic significance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:33, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yeah, i guess a deep one was a bad example, and i should have used looser wording regarding the AI, like &amp;quot;might not be able to&amp;quot; instead of &amp;quot;wouldn&#039;t be capable&amp;quot; since not ALL relevant checks are unit-type related, but if you&#039;ve seen the AI, you can see where i was coming from on this. in any case, i agree completely with Tycho&#039;s summary. as for my edit summary being bad - if you&#039;ve seen my code commit notes on openxcom, this would seem like an extremely detailed explanation by comparison. i&#039;ve had to explain this to people so many times, that i got fed up and decided removing the section from the article would benefit everyone, by saving their time and my sanity.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:34, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67175</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67175"/>
		<updated>2015-08-07T07:34:24Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Close - it certainly does have notes and comments from the TFTD dev team that has so far backed up all the findings from the reverse engineering that has been done up until now. Incidentally, I&#039;ll give credit to Zombie for finding it in his epic quest of obtaining all sorts of rare X-Com related materials and paraphernalia. I&#039;m only assessing it. &lt;br /&gt;
&lt;br /&gt;
::Unfortunately, unless we can get permission, we can&#039;t really publish it. To be honest, I&#039;m finding it quite frustrating as I&#039;d really like to see this go into the public domain. Both for its informative nature and historic significance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:33, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yeah, i guess a deep one was a bad example, and i should have used looser wording regarding the AI, like &amp;quot;might not be able to&amp;quot; instead of &amp;quot;wouldn&#039;t be capable&amp;quot; since not ALL relevant checks are unit-type related, but if you&#039;ve seen the AI, you can see where i was coming from on this. in any case, i agree completely with Tycho&#039;s summary. as for my edit summary being bad - if you&#039;ve seen my code commit notes on openxcom, this would seem like an extremely detailed explanation by comparison. i&#039;ve had to explain this to people so many times, that i got fed up and decided removing the section from the article would benefit everyone, by saving everyone&#039;s time and my sanity.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 03:34, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67173</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67173"/>
		<updated>2015-08-07T07:32:49Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yeah, i guess a deep one was a bad example, and i should have used looser wording regarding the AI, like &amp;quot;might not be able to&amp;quot; instead of &amp;quot;wouldn&#039;t be capable&amp;quot; since not ALL relevant checks are unit-type related, but if you&#039;ve seen the AI, you can see where i was coming from on this. in any case, i agree completely with Tycho&#039;s summary. as for my edit summary being bad - if you&#039;ve seen my code commit notes on openxcom, this would seem like an extremely detailed explanation by comparison. i&#039;ve had to explain this to people so many times, that i got fed up and decided removing the section from the article would save everyone&#039;s time, and my sanity.&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67171</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=67171"/>
		<updated>2015-08-07T07:09:09Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: &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;br /&gt;
&lt;br /&gt;
Warboy,&lt;br /&gt;
&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
we converted them in most cases from xcom units into either degrees or radians, i can&#039;t remember which off the top of my head, but the in-game coordinate values are actually the same as the ones used on google maps.&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67160</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67160"/>
		<updated>2015-08-06T21:43:11Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67159</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67159"/>
		<updated>2015-08-06T21:41:55Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; -  all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67158</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67158"/>
		<updated>2015-08-06T21:36:38Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Couple this with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, because all of the relevant checks only test for underwater weapons being used on land (Which they missed in the reaction fire section, as detailed elsewhere)... Well, you can see where i&#039;m going with this. (Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67157</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67157"/>
		<updated>2015-08-06T21:35:13Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Couple this with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, because all of the relevant checks only test for underwater weapons being used on land (Which they missed in the reaction fire section, as detailed elsewhere)... Well, you can see where i&#039;m going with this.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67156</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67156"/>
		<updated>2015-08-06T21:30:00Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks. but to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing, and assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a  ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. however the AI wouldn&#039;t be capable of making use of it, because many of the relevent AI checks actually compare the unit type as described above. as it is simply not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor, which, even if it did, doesn&#039;t specify a ranged weapon. - coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, because all of the relevant checks only test for underwater weapons being used on land (which they missed in the reaction fire section, as detailed elsewhere)... well, you can see where i&#039;m going with this.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67155</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67155"/>
		<updated>2015-08-06T21:28:38Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::Hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing, and assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a  ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. however the AI wouldn&#039;t be capable of making use of it, because many of the relevent AI checks actually compare the unit type as described above. as it is simply not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor, which, even if it did, doesn&#039;t specify a ranged weapon. - coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, because all of the relevant checks only test for underwater weapons being used on land (which they missed in the reaction fire section, as detailed elsewhere)... well, you can see where i&#039;m going with this. NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67154</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67154"/>
		<updated>2015-08-06T21:23:15Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::Hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing, and assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a  ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. however the AI wouldn&#039;t be capable of making use of it, because many of the relevent AI checks actually compare the unit type as described above. as it is simply not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor, which, even if it did, doesn&#039;t specify a ranged weapon. - coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, meaning that if it can work on land, it works underwater... well, you can see where i&#039;m going with this. NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67153</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67153"/>
		<updated>2015-08-06T21:20:23Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::Hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing, and assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a  ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. however the AI wouldn&#039;t be capable of making use of it, because many of the relevent AI checks actually compare the unit type as described above. as it is simply not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot;, meaning that if it works on land, it works underwater - well, you can see where i&#039;m going with this. NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:20, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67150</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67150"/>
		<updated>2015-08-06T20:47:38Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
NKF and Tycho&#039;s findings are entirely consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen to what he has to say.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 16:47, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=67097</id>
		<title>Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=67097"/>
		<updated>2015-08-06T01:35:57Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: this is misinformation. there is no such concept as a &amp;quot;land only&amp;quot; weapon in TFTD. The unit has to be hacked into a save on dry land to even appear. there is _no_ evidence to support this claim.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open|title = Hallucinoid}}&lt;br /&gt;
[[Image:Hallucinoid.png|right|Hallucinoid]]Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open|title = Hallucinoid Autopsy}}&lt;br /&gt;
[[Image:HallucinoidAutopsy.png|right|Hallucinoid Autopsy]]Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Statbox module&lt;br /&gt;
| name = Hallucinoid&lt;br /&gt;
| time_units = 62 - 91&lt;br /&gt;
| health = 120&lt;br /&gt;
| energy = 90 - 133&lt;br /&gt;
| reactions = 90 - 122&lt;br /&gt;
| strength = 90 - 111&lt;br /&gt;
| bravery = 100&lt;br /&gt;
| firing_acc = 32 - 129&lt;br /&gt;
| throwing_acc = 80&lt;br /&gt;
| MC_skill = 0&lt;br /&gt;
| MC_strength = 90 - 111&lt;br /&gt;
| armour_front = 14 - 42&lt;br /&gt;
| armour_left = 14 - 42&lt;br /&gt;
| armour_right = 14 - 42&lt;br /&gt;
| armour_back = 14 - 42&lt;br /&gt;
| armour_under = 10 - 30&lt;br /&gt;
}}&lt;br /&gt;
{{Statbox module/hidden stats&lt;br /&gt;
| melee_acc = 90 - 133&lt;br /&gt;
| energy_recharge = 50&lt;br /&gt;
| victory_points = 35&lt;br /&gt;
| standing_height = ?&lt;br /&gt;
| kneeling_height =  ?&lt;br /&gt;
| intelligence = 7&lt;br /&gt;
| aggression = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Statbox module/unique stats&lt;br /&gt;
| armour_category = Hallucinoid&lt;br /&gt;
| rank_types = Terrorist&lt;br /&gt;
| unique_attributes = Melee Attack, Can &amp;quot;Fly&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Hallucinoid is a large, &amp;quot;flying&amp;quot; alien jellyfish usually found in the company of Aquatoids underwater. It is fairly resilient, but is limited to melee attacks. It is not particularly aggressive and thus is not particularly dangerous. Still, its melee attack is quite effective against unarmoured or lightly armoured Aquanauts.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Another fairly simple and straightforward opponent. The Hallucinoid is among the least dangerous aliens mostly due to its poor tactics and lack of ranged weapons. &lt;br /&gt;
&lt;br /&gt;
By far the best way to bring one down is by using explosives. Sonic weapons are preferred otherwise, though strong melee weapons or the [[Thermal Shok Launcher]] will also work. Gauss weapons will have trouble piercing the Hallucinoids&#039; armour on higher difficulties, while Armour Piercing projectiles are of little use against them. That will likely be of no concern, however, since you&#039;re unlikely to meet Hallucinoids in the first few months of the game.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Hallucinoid:&lt;br /&gt;
* The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.&lt;br /&gt;
* It appears exclusively underwater.&lt;br /&gt;
* Takes up 4 squares on the battlescape.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Calcinite]]&lt;br /&gt;
* [[Aquatoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=66992</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=66992"/>
		<updated>2015-07-31T13:05:23Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* AI Units (Aliens/Civilians) */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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;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, representing x/y/height/width.&lt;br /&gt;
| full map [0,0,mapSize_X,mapSize_Y]&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;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&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]]&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;durationMin&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;durationMax&#039;&#039;&#039;&lt;br /&gt;
| Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=66991</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=66991"/>
		<updated>2015-07-31T13:05:04Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* AI Units (Aliens/Civilians) */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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;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, representing x/y/height/width.&lt;br /&gt;
| full map [0,0,mapSize_X,mapSize_Y]&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;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&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]]&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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&lt;br /&gt;
| 30&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;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;durationMin&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;durationMax&#039;&#039;&#039;&lt;br /&gt;
| Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=66990</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=66990"/>
		<updated>2015-07-31T11:59:25Z</updated>

		<summary type="html">&lt;p&gt;Warboy1982: /* AI Units (Aliens/Civilians) */&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 file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&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;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &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;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;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting 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;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;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, representing x/y/height/width.&lt;br /&gt;
| full map [0,0,mapSize_X,mapSize_Y]&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;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&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]]&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;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&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]]&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&lt;br /&gt;
| 30&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;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;durationMin&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;durationMax&#039;&#039;&#039;&lt;br /&gt;
| Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&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;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (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;
==== Briefing 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;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&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;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&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)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&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;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&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;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&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 cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow 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;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide 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;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Warboy1982</name></author>
	</entry>
</feed>