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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WurmD</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:49:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Danial&amp;diff=59927</id>
		<title>User talk:Danial</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Danial&amp;diff=59927"/>
		<updated>2014-10-11T22:03:31Z</updated>

		<summary type="html">&lt;p&gt;WurmD: /* User Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a place for me to explain each of my theories on the conversion of UFO:EU, a 2D isometric game, into the 3D realm. Each of the ideas explained here have been discussed in forums previously, but no conclusions were ever resolved, so I&#039;ll use this page for my own opinions. Discussion is welcome...&lt;br /&gt;
=Sizes=&lt;br /&gt;
==Height==&lt;br /&gt;
One of the more commonly disputed ideas is how tall X-COM units would be in real-life. As a start, I&#039;ll list the in-game heights:&lt;br /&gt;
 &#039;&#039;&#039;Silacoid&#039;&#039;&#039;   10&lt;br /&gt;
 &#039;&#039;&#039;Celatid&#039;&#039;&#039;    12&lt;br /&gt;
 &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;  15&lt;br /&gt;
 &#039;&#039;&#039;Sectoid&#039;&#039;&#039;    16&lt;br /&gt;
 &#039;&#039;&#039;Snakeman&#039;&#039;&#039;   18&lt;br /&gt;
 &#039;&#039;&#039;Zombie&#039;&#039;&#039;     18&lt;br /&gt;
 &#039;&#039;&#039;Ethereal&#039;&#039;&#039;   20&lt;br /&gt;
 &#039;&#039;&#039;Floater&#039;&#039;&#039;    21&lt;br /&gt;
 &#039;&#039;&#039;Muton&#039;&#039;&#039;      21&lt;br /&gt;
 &#039;&#039;&#039;Chryssalid&#039;&#039;&#039; 21&lt;br /&gt;
 &#039;&#039;&#039;Reaper&#039;&#039;&#039;     23&lt;br /&gt;
 &#039;&#039;&#039;Sectopod&#039;&#039;&#039;   23&lt;br /&gt;
 &#039;&#039;&#039;Ceiling&#039;&#039;&#039;    24&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that some floating units are [[Height|effectively taller]].&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the basis for my theory on unit heights is a standard house ceiling. The normal* height of a ceiling is 8ft, which in metric** is about 2.40m. Staight away you can see the similarity of 2.4 to 24 - a simple divider of 10. If you then use this to work out the height of, say, a Zombie, it would make it 1.8m, or 6ft. To me, this makes sense seeing as the Zombies are made of poisoned men, and an &#039;&#039;average&#039;&#039; man height is generally stated as 6ft.&lt;br /&gt;
&lt;br /&gt;
The observant of you might have noticed that I left X-COM and civilians out of that list. I did this for a good reason. Here are their listed heights:&lt;br /&gt;
 &#039;&#039;&#039;Tank&#039;&#039;&#039;     12&lt;br /&gt;
 &#039;&#039;&#039;Civilian&#039;&#039;&#039; 21&lt;br /&gt;
 &#039;&#039;&#039;Soldier&#039;&#039;&#039;  22&lt;br /&gt;
As you can see, if a ceiling is 2.4m high, this would make an X-COM soldier 2.2m tall! At first I couldn&#039;t understand these numbers, until one day it dawned on me that Aliens can&#039;t kneel in the game. This means that they can&#039;t gain the FA +15% kneeling modifier. So, it&#039;s my belief that to compensate the Aliens for this lack of ability, the makers simply made the humans taller, making them bigger targets, and hence, easier to hit. If you scale them down to 18, it makes the civilians 1.72cm tall and the tanks 98cm tall. Both of these results seem acceptable to me.&lt;br /&gt;
&lt;br /&gt;
So in summary, if you want to convert the in-game heights to real-life:&lt;br /&gt;
 &#039;&#039;&#039;Metric Meters&#039;&#039;&#039; = (Unit Height)/10&lt;br /&gt;
 &#039;&#039;&#039;Imperial Feet&#039;&#039;&#039; = (Unit Height)/3&lt;br /&gt;
 &lt;br /&gt;
 For Humans, divide again by 1.22 (22/18).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Obviously ceilings can be any height the builder wants to make them, but 8ft is the standard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;The makers were British.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tile Size==&lt;br /&gt;
It is generally assumed that 1 tile in-game is equal to 1m. I believe this is way too small. The only known &#039;&#039;fact&#039;&#039; is that in actual geometric terms, a tile, with a hypotenuse of 32px, can be derived to be 22.6px wide. In a thread on XCTC (now StrategyCore) several concepts were discussed:&lt;br /&gt;
*&#039;&#039;&#039;1m:&#039;&#039;&#039; The assumed 1m tile would lead to a wall height of 1.22m, or 4ft, which is simply rediculous.&lt;br /&gt;
*&#039;&#039;&#039;1.4m:&#039;&#039;&#039; Roughly derived from the animation walk-cycle, I don&#039;t believe this is a suitable reference.&lt;br /&gt;
*&#039;&#039;&#039;1.6m:&#039;&#039;&#039; Based off Line of Fire Templates.&lt;br /&gt;
*&#039;&#039;&#039;2.26m:&#039;&#039;&#039; Based off my div/10 formula above.&lt;br /&gt;
I believe that 2.26m is the best alternative, but I suppose it&#039;s all up to personal opinion as to which you adopt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===User Commentary===&lt;br /&gt;
&amp;lt;i&amp;gt;2.26m seems way, way too high a value for me. 2.4m sounds about right for the height of a tile, but with this sort of width doors would be nearly squares. Great big ones at that.&lt;br /&gt;
&lt;br /&gt;
Each tile is made up of 12, 16x16 [[LOFTEMPS.DAT|Line of Fire Templates]], stacked one on top of the other. Assuming they&#039;re double stacked to create a 16x16x24 object (which makes sense given the maximum unit height of 23), the div/10 formula suggests that a tile is 1.6 meters square.&lt;br /&gt;
&lt;br /&gt;
On the other hand, that result can easily be skewed up or down by assuming that one &amp;quot;height&amp;quot; value is not of the same real-world-measurement as one &amp;quot;width&amp;quot; value. The two don&#039;t have to be equal. The programmers likely stuck to multiples of eight for processing ease as opposed to realism, so mathematics applied to known game values probably won&#039;t always produce realistic measurements. &lt;br /&gt;
&lt;br /&gt;
My personal hunch is that a tile is a meter wide and the isometric view just makes things look shorter then they really are. - [[User:Bomb Bloke|Bomb Bloke]] 02:04, 5 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve always assumed a meter/yard squares. 8ft/2m40 sounds about right for height.  Julian Gollop, the lead creator, is British, and our ceilings are indeed usually 8ft.  Doors are 30 inches, 36 inches (3ft/1 yard) if you include the surround. [[User:Last Hussar|Last Hussar]] 00:18 9 March 2011 (GMT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Speed=&lt;br /&gt;
As everyone knows (or should know), TUs equate to speed. This lead to to calculate the walking speeds of each unit in the game. I based my calculations off averages. An average X-COM Soldier has 65 TUs and the average human walking speed is 5 km/h, so if you multiply TUs by 5/65 (or 1/13), you get:&lt;br /&gt;
 &#039;&#039;&#039;Unit                TUs   Speed&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----                ---   -----&#039;&#039;&#039;&lt;br /&gt;
 Chryssalid        110-124 8-10 km/h&lt;br /&gt;
 Celatid            70-82  5-6 km/h&lt;br /&gt;
 X-COM              50-80  4-6 km/h&lt;br /&gt;
 Ethereal           68-79  5-6 km/h&lt;br /&gt;
 Cyberdisc          62-72  5-6 km/h&lt;br /&gt;
 Reaper             62-72  5-6 km/h&lt;br /&gt;
 Sectopod           62-72  5-6 km/h&lt;br /&gt;
 Floater Commander  60-70  5-5 km/h&lt;br /&gt;
 Muton              56-65  4-5 km/h&lt;br /&gt;
 Floater Leader     55-64  4-5 km/h&lt;br /&gt;
 Sectoid            54-63  4-5 km/h&lt;br /&gt;
 Snakeman Commander 45-63  3-5 km/h&lt;br /&gt;
 Floater            50-58  4-4 km/h&lt;br /&gt;
 Silacoid           40-47  3-4 km/h&lt;br /&gt;
 Snakeman           40-47  3-4 km/h&lt;br /&gt;
 Zombie             40-47  3-4 km/h&lt;br /&gt;
&lt;br /&gt;
If you want running and sprinting speeds, just multiply by 3/13 or 5/13 respectively.&lt;br /&gt;
&lt;br /&gt;
For those who like formulas:&lt;br /&gt;
 &#039;&#039;&#039;Walking Speed&#039;&#039;&#039; = (Base TUs)/13&lt;br /&gt;
 &#039;&#039;&#039;Running Speed&#039;&#039;&#039; = (Base TUs)*3/13&lt;br /&gt;
 &#039;&#039;&#039;Sprinting Speed&#039;&#039;&#039; = (Base TUs)*5/13&lt;br /&gt;
&lt;br /&gt;
=Turn Length=&lt;br /&gt;
This is probably the most controversial aspect of the game. To work out how long a turn actually is, two important things need to be known - Tile Size and Speed!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use a Soldier with 80 TUs for my example, and a hypothetical 2m tile size.&lt;br /&gt;
&lt;br /&gt;
We know that 80 TUs will allow the Soldier to cover 20 tiles per turn, which makes 40m in this case.&lt;br /&gt;
&lt;br /&gt;
Based on my calculations above a Soldier of 80 TUs can move at 6km/h, or more precisely, 1.71m/s.&lt;br /&gt;
&lt;br /&gt;
So, 40m at 1.71m/s = &#039;&#039;&#039;23.4s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Results with varying tile sizes:&lt;br /&gt;
 1.0m = &#039;&#039;&#039;11.7s&#039;&#039;&#039;&lt;br /&gt;
 1.4m = &#039;&#039;&#039;16.4s&#039;&#039;&#039;&lt;br /&gt;
 2.0m = &#039;&#039;&#039;23.4s&#039;&#039;&#039;&lt;br /&gt;
 2.3m = &#039;&#039;&#039;26.5s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===User Commentary===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This assumes that X-Com soldiers walk around the battlefield (which it looks like from their animations.) However seeing as how they tend to run out of breath (energy) after 3-4 turns of continuous moving (and we have established that to be at most 2 minutes), it is much more likely they move in sprints. This gives us  8.5 m/s for a 80TU soldier, and 4.7 seconds per turn (let&#039;s make that 5 seconds, since this is all ballpark measurements). This is also explains why they can only fire 2-3 short bursts on any given turn. --[[User:A1s|A1s]] 21:13, 18 January 2011 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;If, as I suspect, a square is a Yard (call it a meter for ease) that makes your example soldier speed 20m/5 sec.  This is a speed of 14.4kmh- just shy of 9mph.  This isn&#039;t a bad speed for a soldier; while olympic sprinters could make 50m in 5 seconds our men are not olympic sprinters, plus they have all their kit.  If you&#039;ve ever run in webbing you know the feeling of it bouncing around you, while your boots slow you down anyway. Additionally soldiers don&#039;t have the luxury of a &#039;tunnel vision&#039; sprint, and have to be aware of surroundins. 5 seconds seems right, and you&#039;ve done a lot of good work here, but I think you&#039;ve over estimated the horizontal.  I think we can explain away the speed of shooting with an assumption that single shots represent a number of single shots or bursts, where as auto is the flipping the selector to &#039;Full&#039;, and what we see is a representation of a number of bullets per &#039;streak&#039;.[[User:Last Hussar|Last Hussar]] 00:18 9 March 2011 (GMT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You&#039;ve done your homework here.&lt;br /&gt;
&lt;br /&gt;
I think, in the end, there&#039;s one thing that will make or break any 3D version of X-com: a &amp;lt;i&amp;gt;really bitchin&#039;&amp;lt;/i&amp;gt; Heavy Plasma model.--[[User:Papa Legba|Papa Legba]] 20:26, 19 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
    Made :) [[User:WurmD|WurmD]] ([[User talk:WurmD|talk]]) 18:03, 11 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=59926</id>
		<title>Avenger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=59926"/>
		<updated>2014-10-11T20:32:21Z</updated>

		<summary type="html">&lt;p&gt;WurmD: /* Vital Statistics */  added construction requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:UP001.gif|right|Avenger - Ultimate Craft]]&lt;br /&gt;
The &#039;&#039;&#039;Avenger&#039;&#039;&#039; is the ultimate replication of Alien technology.  It is both the best troop transporter and best interceptor available in the game. &lt;br /&gt;
&lt;br /&gt;
This craft appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Leviathan]].&lt;br /&gt;
&lt;br /&gt;
==How to use it==&lt;br /&gt;
&lt;br /&gt;
The Avenger is the fastest craft available to [[X-COM]], capable of reaching any point on earth within three hours and intercepting any UFO. With enough fuel for ten hours of flight, it can still patrol a bit and/or follow UFOs around. It has a very large damage capacity. When armed with dual [[Plasma Beam]]s, the Avenger is the only craft available to X-COM that can reliably intercept an alien battleship single-handedly without risk of complete destruction - if necessary, though is not recommended as will become apparent shortly.&lt;br /&gt;
&lt;br /&gt;
It has sufficient room to carry 26 [[soldiers]] (or a mix of soldiers and up to four [[Heavy Weapons Platforms]]). Due to the 80 item limit, 26 soldiers will cause difficulties in inventory juggling. To get around this, bring some HWPs , don&#039;t fill the Avenger to full capacity, or get your unarmed troops to pick up weapons off fallen enemies.&lt;br /&gt;
&lt;br /&gt;
The Avenger is unfortunately expensive and takes a long time to build. Many players find it easier to employ cheaper or more readily available ships and have only a few Avengers to supplement them in times of great need. &lt;br /&gt;
&lt;br /&gt;
There is a common misconception that an Avenger will be in the repairshop for longer than other craft. This is mostly untrue. An Avenger that received 400 damage will take exactly the same time to repair as a Firestorm that takes 400 damage. Admittedly, if you Firestorm is destroyed, you do not have to repair it at all, but losing a ship and letting the battleship complete its mission seems silly, it would have been better not to engage it at all in that case.&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s high hit points frequently trick inexperienced commanders into making an Avenger solo a Battleship. A Plasma Beam armed Avenger will always beat a Battleship, since it has many more Health than a Firestorm. However, even though the damage might look small, it actually took the same amount of damage as a Firestorm would have, the only difference being the Firestorm might have been destroyed, but the Avenger always survives, albeit with several hundred damage received. Since damage is repaired at the same rate as other aircraft at 1 hitpoint per hour, a very badly damaged Avenger could be in repair for over a month.&lt;br /&gt;
&lt;br /&gt;
Therefore, when engaging a [[Battleship]], it is more or less imperative to send in multiple Avengers at once. The best is to ALWAYS send in four Avengers at once. Firstly,this will bring it down quicker. The faster it is shot down, the less return fire will be received. Every additional Avenger, or any other ship armed with plasma beams, that join the dogfight will potentially reduce the length of battle to one half, one third or one quarter of the length of a normal air skirmish respectively. Secondly, it has been unconfirmed that enemy UFOs have a fixed firing rate, which is distributed among all intercept craft. However, be warned that the UFOs will attempt to concentrate fire on your intercept craft one by one!!! To be precise, when clicking the Aggresive Attack button in order of Top Left, Top Right, Bottom Left, Bottom Right, the Battleship was observed to fire almost exclusively at the Top Left ship, once that was destroyed, the Top Right, then Bottom Left, then Bottom Right.&lt;br /&gt;
&lt;br /&gt;
To summarise, damage received seem to indicate an average result of:&lt;br /&gt;
1 Avenger, solo, receives 740 damage (1 free shot from Battleship as you close in + 7 more shots)&lt;br /&gt;
4 Avengers, simultaneous, receive damage distribution of 150, 60, 50, 0 based on which ship attacks first.&lt;br /&gt;
Where 1 point of damage = 1 hour being repaired.&lt;br /&gt;
&lt;br /&gt;
Note that intercepting with 4 avengers at once uses up 4 times as much Elerium as intercepting with 1 avenger.&lt;br /&gt;
Also note that, if you have a very large workshop base, it is faster to just send in 1 Avenger to solo, then decommission it upon return. Just replace the Plasma Beams with Stingray Launchers and sell your Avenger. Manufacture a new Avenger to replace it... this will take only 6.5 days using 250 engineers working in 6 workshops. Expensive (3.5 million per Avenger), but time saving.&lt;br /&gt;
&lt;br /&gt;
Due to its acceleration and speed, the Avenger is the most fuel efficient Hybrid craft. Despite its size, the Avenger uses Elerium fuel at the same 1 per 10 minute rate as the Firestorm and Lightning, however it will reach its destinations much faster and return faster, thus it uses less fuel overall. This acceleration and top speed also make it the best craft to hunt down and engage UFOs. &lt;br /&gt;
However, as with any elerium fueled aircraft, an Avenger has very limited fuel capacity, and shares the same [[Known Bugs#Elerium-fueled Craft Bug|design flaw]] as the [[Firestorm]] and the [[Lightning]] that forces it to return to base after depleting half of its fuel, cutting its air time even further.  This makes it unsuitable (and the fact that it uses Elerium as fuel makes it very costly) for general patrol or for hunting potential alien base locations. The Interceptor or Skyranger are better suited to this task.&lt;br /&gt;
&lt;br /&gt;
==Battlescape Graphics==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;175&amp;quot;&amp;gt;&lt;br /&gt;
Image:AVENGER-L0.PNG|Avenger Level 0&lt;br /&gt;
Image:AVENGER-L1.PNG|Avenger Level 1&lt;br /&gt;
Image:AVENGER-L2.PNG|Avenger Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Avenger&amp;quot; craft is fueled by [[Elerium-115]]. Before [[manufacturing]] this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
While airborne, the Avenger consumes 1 fuel unit (1/5th unit of [[Elerium-115]], 1.66% total fuel) every ten minutes, regardless of the speed of the craft. The Avenger has a maximum (radial) range of 27,000 nautical miles, while being airborne for 5 hours. Its maximum (distance) range is 54,000 nautical miles for a total fly time of 10 hours. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Avenger requires 12 units of Elerium for refueling. When refueling, the Avenger receives 8.33% more fuel (one unit of Elerium) every half hour, on the half hour. So it can take up to six hours to refuel, and will be finished fueling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
If Plasma Beams have been fired, it will take 3 hours to re-arm, regardless of how many PB shots were used. At the turn of the first hour after refueling (measured by hour on the clock, straight up), your left Plasma Beam goes to 100 ammo. Turn of second hour, right one goes to 100. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Even if your craft has not fired (ammo=100), it will still wait until the next hour (straight up) going through that last REARM phase after refueling.&lt;br /&gt;
&lt;br /&gt;
Avengers are repaired at the rate of 2% damage per day. Thus it can take e.g. THIRTY DAYS to fix a 60% damaged Avenger. A Firestorm would recover from 60% in just over 12 days (4.8%%/day). However, what&#039;s really happening here is that they both repair exactly the same &#039;&#039;Damage Capacity&#039;&#039; (i.e., &amp;quot;hit points&amp;quot;) per day... 2% of 1200 equals 24/day for Avenger, and 4.8% of 500 equals 24/day for Firestorm. In fact, 60% damage to an Avenger is 720 damage, which would have utterly destroyed a Firestorm, leaving nothing to repair. 60% damage for a Firestorm is only 300. So, comparing damage % between an Avenger and Firestorm is just being silly... UFOs do damage in damage capacity points, not in percentage terms. The correct analysis is to compare a Firestorm which receives 300 damage to an Avenger which receives 300 damage... and the result is that they both spend the exact same time in the workshop. The only difference is when a Battleship manages to inflict over 499 points of damage in which case the Avenger spends a long time being repaired, and in the Firestorm&#039;s case, you would have to manufacture a new Firestorm and 2 Plasma Beams.&lt;br /&gt;
&lt;br /&gt;
Service is done in this order: [[Repairs]], [[refueling]], [[rearming]]. If you transfer an Avenger between bases, it will still need refueling and rearming when it arrives even though 12+ hours have passed (if it needed them before it left).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&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&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&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&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&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&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&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&amp;gt;&#039;&#039;&#039;Construction Requirements&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Work Space Required:&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&amp;gt;Man hours:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Power Source:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation:&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;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Research (EU)]][[Category:X-COM Craft (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=59651</id>
		<title>Personal Armour</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=59651"/>
		<updated>2014-09-21T13:18:27Z</updated>

		<summary type="html">&lt;p&gt;WurmD: /* Statistics */  added sell value, cost to produce, man hours, needs some estetic adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you&#039;ve researched [[Alien Alloys]], you will be able to research &#039;&#039;&#039;Personal Armour&#039;&#039;&#039;, which is a vast improvement to the standard coveralls.&lt;br /&gt;
&lt;br /&gt;
While serving as a vital upgrade to the pitiful defenses offered by an unarmored X-Com soldier, personal armour is only mildly effective against weapons like the [[Heavy Plasma]] you&#039;ll end up facing in later missions, though it can often withstand a single frontal hit if you&#039;re lucky. Personal armour is also inexpensive and fast to produce, and since you often end up with huge stockpiles of alien alloys, you will seldom run out of materials to build the armor with.&lt;br /&gt;
&lt;br /&gt;
This armor should see heavy use until you can build the [[Power Suit]], which dramatically outperforms the personal armour.&lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Plastic Aqua Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&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&amp;gt;Right&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&amp;gt;Left&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&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Due to a bug when units are spawned, soldiers wearing Personal Armour are treated as though they are wearing Power Armor when damage modifiers are applied -- but a [[Power Suit]] or better is needed against [[stun]] damage from smoke.&lt;br /&gt;
&lt;br /&gt;
Cost to Produce: 22&#039;000&lt;br /&gt;
&lt;br /&gt;
Man hours necessary: 800&lt;br /&gt;
&lt;br /&gt;
Sell Value: 54000&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:PersonalArmour.gif|Personal Armour]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Coveralls]]&lt;br /&gt;
*[[Power Suit]]&lt;br /&gt;
*[[Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Armour]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avalanche&amp;diff=59552</id>
		<title>Avalanche</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avalanche&amp;diff=59552"/>
		<updated>2014-09-15T08:17:32Z</updated>

		<summary type="html">&lt;p&gt;WurmD: /* Vital Statistics */  added price&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:avalanche.png|thumb|right|200px|Avalanche Missile]]&lt;br /&gt;
The &#039;&#039;&#039;Avalanche&#039;&#039;&#039; missile is the most powerful craft weapon available to X-COM until the [[Plasma Beam]] can be [[research]]ed.&lt;br /&gt;
&lt;br /&gt;
With a far superior range and power than the [[Cannon]] and [[Stingray]] missile, it is capable of bringing down most UFOs, although with medium and large UFOs it may be beneficial to intercept with multiple craft to minimise damage and missed shots. The Avalanche is overall a great starting weapon, although it will often destroy smaller Scout-class crafts, which should be shot down with smaller weapons or attacked while landed.&lt;br /&gt;
&lt;br /&gt;
This weapon is used in 1994 &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[D.U.P. Head]]. For the 2012 [[Enemy Unknown (EU2012)|X-COM: Enemy Unknown]] version, see [[Avalanche Missiles (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Range:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 km&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Accuracy:&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&amp;gt;Reload Time:&amp;lt;br&amp;gt;(Agg/Std/Cau)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24/36/48 game seconds (gs) nominal/minimum&amp;lt;br&amp;gt;36/54/72gs average&amp;lt;br&amp;gt;48/72/96gs maximum&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shots:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ammunition Used:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Avalanche Missile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Price of Missile:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$7200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the Accuracy given in the in-game UFOPaedia is incorrect; two independent code digs have confirmed these are the correct accuracies for the craft weaponry. Similarly the UFOPaedia reload times are incorrect; the values stated here are based on empirical tests.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft Armaments (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stingray&amp;diff=59551</id>
		<title>Stingray</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stingray&amp;diff=59551"/>
		<updated>2014-09-15T08:16:31Z</updated>

		<summary type="html">&lt;p&gt;WurmD: Added price&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:stingray.png|thumb|right|200px|Stingray Missile]]&lt;br /&gt;
The &#039;&#039;&#039;Stingray&#039;&#039;&#039; is an adequate weapon, capable of taking down Small and Medium-sized UFOs.  It has a longer range (30 km) than the armaments of [[Small Scout]]s, [[Medium Scout]]s, [[Abductor]]s, and [[Harvester]]s, and an [[Interceptor]] armed with dual Stingrays can usually down even the Medium-sized crafts.&lt;br /&gt;
&lt;br /&gt;
[[Large Scout]]s have a weapon range of 34 km; against them, your Interceptors will sustain some damage if armed solely with Stingrays or other short-range weapons.&lt;br /&gt;
&lt;br /&gt;
The Stingray is not suitable against Large and Very Large UFOs.&lt;br /&gt;
&lt;br /&gt;
This weapon is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[AJAX]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Range:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 km&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Accuracy:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reload Time:&amp;lt;br&amp;gt;(Agg/Std/Cau)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16/24/32gs nominal/minimum&amp;lt;br&amp;gt;24/36/48gs average&amp;lt;br&amp;gt;32/48/64gs maximum &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shots:&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&amp;gt;Ammunition Used:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stingray Missile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Price of Missile:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$2400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The reload time given in the in-game UFOpaedia is incorrect; the value stated here is based on empirical tests. The Stingray&#039;s accuracy of 70% is the ONLY craft weapon accuracy to be correctly stated in the in-game UFOpaedia; all the others are incorrect due to a [[Known_Bugs#UFOPaedia_Craft_Weapon_Hit_Probability_Bug|bug]]. The Stingray coincidentally having the same firepower and accuracy may have been responsible for this bug being missed during development.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Craft Armaments (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Statstrings&amp;diff=59515</id>
		<title>Talk:Statstrings</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Statstrings&amp;diff=59515"/>
		<updated>2014-09-13T08:29:46Z</updated>

		<summary type="html">&lt;p&gt;WurmD: XcomUtil.cfg substituted by XcomUtil_Statstrings.rul in OpenXCOM1.0 ? with different sintax?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Edit for clarity==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default configuration&amp;quot; example was literally the default configuration, copied verbatim from the xcomutil.conf file as it comes in the archive. Are you sure that this is valid syntax? Even if the pluses work just as well, I don&#039;t think we should present a &amp;quot;default conf&amp;quot; that has already been tampered with... --[[User:Schnobs|Schnobs]] 12:13, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I didn&#039;t realize that was taken verbatim right out of the code file.  If you&#039;re looking to have machine-readable examples, or examples right out of the file, feel free to revert it; my apologies.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:16, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I tried to come up with an explanation of the syntax, but... Maybe someone whose english is better than mine should try his hand at this. &lt;br /&gt;
&lt;br /&gt;
An entry consists of two parts:&lt;br /&gt;
*first, the statstring that will be added to a soldiers&#039; name. It can be anything you like, but should better be short. &lt;br /&gt;
*second, the condition to trigger that string (like k:30-59), which itself is made up of two parts: a one-letter handle for the stat (like r for reactions or b for bravery), and the experience range.&lt;br /&gt;
&lt;br /&gt;
Note that these are &#039;&#039;ranges&#039;&#039;: lower boundary, dash, upper boundary. Either one can be omitted if the range should be open-end. So 30-50 means &amp;quot;from thirty to fifty&amp;quot;, -25 means &amp;quot;anything below 26&amp;quot; (and is equal to 0-25) and 60- means &amp;quot;sixty or higher&amp;quot; (equal to 60-255). 42, unsurprisingly, would mean &amp;quot;a value of exactly 42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not quite sure how some strings override others.--[[User:Schnobs|Schnobs]]&lt;br /&gt;
&lt;br /&gt;
:I can help with that, it&#039;s actually very simple. Single character strings accumulate. But any string with more than one character will end the search right there and no further strings will be added to the name. The strings are parsed in the order they are written in XcomUtil.cfg--[[User:Mannon|Mannon]] 15:42, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s a related tip. If you really want multi character string that will not end statstrings you can still do it, it&#039;s just counterintuitive. You have to split each character of your string. For example if you wanted &amp;quot;Sct&amp;quot; for anybody that had high TU&#039;s. You just do each letter individually with the same criteria and keep the lines together in your strings so they won&#039;t get other stats between them. I did this with an older version of my StatStrings, but ditched it for character space. (I don&#039;t like having to chop down long last names to use my strings.) Example below.--[[User:Mannon|Mannon]] 15:55, 1 August 2008 (PDT)&lt;br /&gt;
 // Will produce &amp;quot;Sct&amp;quot; for any soldier with 80 or more TU&#039;s and will continue to accumulate strings after.&lt;br /&gt;
 S d:80-&lt;br /&gt;
 c d:80-&lt;br /&gt;
 t d:80-&lt;br /&gt;
&lt;br /&gt;
== Useful ==&lt;br /&gt;
&lt;br /&gt;
Very useful article, thanks guys. [[User:Spike|Spike]] 13:35, 1 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added another example. Please feel free to alter it if you can improve on the language. [[User:Off the Rails|Off the Rails]] 04:01, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XcomUtil.cfg substituted by XcomUtil_Statstrings.rul in OpenXCOM1.0 ? with different sintax? ==&lt;br /&gt;
Below are the current contents of XcomUtil_Statstrings.rul&lt;br /&gt;
&lt;br /&gt;
Should we add into this wiki page examples with this sintax as well? (or substitute all exemples to this sintax altogether&lt;br /&gt;
&lt;br /&gt;
 # Based on XcomUtil by Scott Jones and BladeFireLight&lt;br /&gt;
 # See http://ufopaedia.org/index.php?title=Statstrings&lt;br /&gt;
 # These are the default statStrings from XcomUtil.&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;
[[User:WurmD|WurmD]] ([[User talk:WurmD|talk]]) 04:29, 13 September 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>WurmD</name></author>
	</entry>
</feed>