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Longwar 15b tweaked

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Mar 18th, 2015
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  1. ; LONG WAR DGC.INI
  2. [XComGame.XGTacticalGameCore]
  3.  
  4. Characters=( strName="", iType=eChar_Civilian, HP=3, Offense=0, Defense=0, Mobility=11, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_CivilianCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  5. Characters=( strName="", iType=eChar_Soldier, HP=4, Offense=65, Defense=0, Mobility=13, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_CanGainXP, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  6. Characters=( strName="", iType=eChar_Tank, HP=8, Offense=70, Defense=0, Mobility=14, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  7. Characters=( strName="", iType=eChar_Sectoid, HP=3, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=5, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_MindMerge, ABILITIES[2]=eAbility_PsiPanic, ABILITIES[3]=eAbility_MindFray, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
  8. Characters=( strName="", iType=eChar_Floater, HP=5, Offense=65, Defense=0, Mobility=14, SightRadius=27, Will=20, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Fly, ABILITIES[2]=eAbility_Launch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Flight, Properties[1]=eCP_AirEvade, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  9. Characters=( strName="", iType=eChar_Thinman, HP=5, Offense=70, Defense=0, Mobility=14, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Climb, Properties[1]=eCP_Poisonous,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  10. Characters=( strName="", iType=eChar_Muton, HP=8, Offense=70, Defense=10, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Intimidate, ABILITIES[2]=eAbility_BloodCall, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
  11. Characters=( strName="", iType=eChar_Cyberdisc, HP=18, Offense=70, Defense=0, Mobility=18, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_CloseCyberdisc, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_AirEvade, Properties[1]=eCP_Flight, Properties[2]=eCP_DeathExplosion, Properties[3]=eCP_Robotic, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.25 )
  12. Characters=( strName="", iType=eChar_SectoidCommander, HP=15, Offense=65, Defense=20, Mobility=12, SightRadius=27, Will=90, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_PsiControl, ABILITIES[2]=eAbility_Mindfray, ABILITIES[3]=eAbility_GreaterMindMerge, ABILITIES[4]=eAbility_PsiPanic, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
  13. Characters=( strName="", iType=eChar_FloaterHeavy, HP=15, Offense=70, Defense=10, Mobility=12, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Fly, ABILITIES[2]=eAbility_Launch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Flight, Properties[1]=eCP_AirEvade, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  14. Characters=( strName="", iType=eChar_MutonElite, HP=20, Offense=80, Defense=20, Mobility=12, SightRadius=27, Will=40, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
  15. Characters=( strName="", iType=eChar_Ethereal, HP=20, Offense=100, Defense=40, Mobility=12, SightRadius=27, Will=120, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=eAbility_Rift, ABILITIES[2]=eAbility_PsiControl, ABILITIES[3]=eAbility_PsiDrain, ABILITIES[4]=eAbility_Mindfray, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Hardened, Properties[1]=0, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
  16. Characters=( strName="", iType=eChar_EtherealUber, HP=60, Offense=120, Defense=50, Mobility=12, SightRadius=27, Will=200, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=eAbility_Rift, ABILITIES[2]=eAbility_PsiControl, ABILITIES[3]=eAbility_PsiDrain, ABILITIES[4]=eAbility_Mindfray, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Hardened, Properties[1]=0, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  17. Characters=( strName="", iType=eChar_Chryssalid, HP=8, Offense=0, Defense=10, Mobility=20, SightRadius=27, Will=50, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_MeleeOnly, Properties[1]=eCP_Hardened, Properties[2]=eCP_Poisonous, Properties[3]=eCP_Climb, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=True, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  18. Characters=( strName="", iType=eChar_Zombie, HP=12, Offense=0, Defense=0, Mobility=9, SightRadius=27, Will=120, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Poisonous, Properties[1]=eCP_MeleeOnly,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  19. Characters=( strName="", iType=eChar_MutonBerserker, HP=20, Offense=60, Defense=20, Mobility=17, SightRadius=27, Will=80, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_BullRush, ABILITIES[1]=eAbility_Bloodlust, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_MeleeOnly, Properties[1]=eCP_Hardened, Properties[2]=eCP_Climb, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
  20. Characters=( strName="", iType=eChar_Sectopod, HP=35, Offense=80, Defense=0, Mobility=12, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.5 )
  21. Characters=( strName="", iType=eChar_Drone, HP=3, Offense=60, Defense=0, Mobility=12, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_ShotOverload, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Flight, Properties[2]=eCP_Hardened, Properties[3]=eCP_AirEvade,Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
  22. Characters=( strName="", iType=eChar_Outsider, HP=10, Offense=75, Defense=0, Mobility=12, SightRadius=27, Will=100, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=eCP_PoisonImmunity,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  23. Characters=( strName="", iType=eChar_BattleScanner, HP=10, Offense=0, Defense=0, Mobility=0, SightRadius=18, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Poisonous, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=False, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=False, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  24. Characters=( strName="", iType=eChar_Mechtoid, HP=25, Offense=75, Defense=0, Mobility=14, SightRadius=27, Will=40, ShieldHP=6, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.25 )
  25. Characters=( strName="", iType=eChar_Seeker, HP=4, Offense=65, Defense=0, Mobility=16, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_Stealth, ABILITIES[2]=92, ABILITIES[3]=93, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_AirEvade, Properties[2]=eCP_Flight, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.85 )
  26. Characters=( strName="", iType=eChar_ExaltOperative, HP=3, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  27. Characters=( strName="", iType=eChar_ExaltSniper, HP=3s, Offense=70, Defense=0, Mobility=12, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  28. Characters=( strName="", iType=eChar_ExaltHeavy, HP=4, Offense=60, Defense=0, Mobility=12, SightRadius=27, Will=20, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  29. Characters=( strName="", iType=eChar_ExaltMedic, HP=4, Offense=55, Defense=0, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  30. Characters=( strName="", iType=eChar_ExaltEliteOperative, HP=4, Offense=70, Defense=0, Mobility=12, SightRadius=27, Will=60, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  31. Characters=( strName="", iType=eChar_ExaltEliteSniper, HP=3, Offense=80, Defense=0, Mobility=12, SightRadius=27, Will=55, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  32. Characters=( strName="", iType=eChar_ExaltEliteHeavy, HP=4, Offense=65, Defense=0, Mobility=11, SightRadius=27, Will=50, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  33. Characters=( strName="", iType=eChar_ExaltEliteMedic, HP=3, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=60, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  34. Characters=( strName="", iType=eChar_None, HP=0, Offense=0, Defense=0, Mobility=0, SightRadius=0, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=False, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=False, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
  35.  
  36. ;BalanceMods_Easy controls initial alien difficulty-based bonuses above/below baseline set in Characters entry.
  37. ;iCritHit sets difficulty level (0 - 3); Critical Hit chance cannot be modded in BalanceMods_Easy
  38. ;These are not cumulative across difficulty levels!
  39. ;Normal
  40. BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  41. BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  42. BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  43. BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  44. BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  45. BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  46. BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  47. BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  48. BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  49. BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  50. BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  51. BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  52. BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  53. BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  54. BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  55. BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  56. BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  57. BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  58. BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  59. BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  60. BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  61. BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  62. BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  63. BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  64. BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  65. BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  66. BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  67. BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  68. BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  69. BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  70. BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  71.  
  72. ;Classic
  73. BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  74. BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  75. BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  76. BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  77. BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  78. BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  79. BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  80. BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  81. BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  82. BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  83. BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  84. BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  85. BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  86. BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  87. BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  88. BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  89. BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  90. BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  91. BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  92. BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  93. BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  94. BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  95. BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  96. BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  97. BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  98. BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  99. BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  100. BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  101. BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  102. BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  103. BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  104.  
  105. ;Brutal
  106. BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  107. BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  108. BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  109. BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  110. BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  111. BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  112. BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  113. BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  114. BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  115. BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
  116. BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  117. BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  118. BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
  119. BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  120. BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
  121. BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  122. BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  123. BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  124. BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  125. BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=20 )
  126. BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  127. BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  128. BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  129. BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  130. BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  131. BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  132. BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  133. BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  134. BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  135. BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  136. BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
  137.  
  138. ;Impossible
  139. BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  140. BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  141. BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  142. BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  143. BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  144. BalanceMods_Easy=( eType=eChar_Floater, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5 )
  145. BalanceMods_Easy=( eType=eChar_Thinman, iDamage=1, iCritHit=3, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=5 )
  146. BalanceMods_Easy=( eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  147. BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
  148. BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
  149. BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
  150. BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
  151. BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
  152. BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
  153. BalanceMods_Easy=( eType=eChar_Zombie, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
  154. BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=5 )
  155. BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  156. BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  157. BalanceMods_Easy=( eType=eChar_Outsider, iDamage=1, iCritHit=3, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=5 )
  158. BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=0, iMobility=0, iWill=25 )
  159. BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
  160. BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0 )
  161. BalanceMods_Easy=( eType=eChar_Seeker, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
  162. BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  163. BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  164. BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  165. BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  166. BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  167. BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  168. BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  169. BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
  170.  
  171. ; ALIEN AUTOMATIC UPGRADES
  172. ;iDamage=Damage Bonus
  173. ;iCritHit=Alien Research threshhold to apply bonus;
  174. ;iAim=xxyy (xx=critical bonus, yy=aim bonus);
  175. ;iDefense=xxyy (x.x=Damage Reduction; yy Defense bonus)
  176. ;iHP=xxyy (xx=ShieldHp; yy HP bonus)
  177. ;iMobility=Mobility Bonus
  178. ;iWill=xxyy (xx=bonus regen (above +2 base granted by perk 45), yy Will bonus)
  179.  
  180. BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  181. BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  182. BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  183. BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=1, iWill=5)
  184.  
  185. BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
  186. BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=330, iAim=404,iDefense=0,iHP=0, iMobility=0, iWill=0)
  187. BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
  188. BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=5)
  189.  
  190. BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=450, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=0)
  191. BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=450, iAim=404,iDefense=0,iHP=1, iMobility=0, iWill=0)
  192. BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
  193. BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=200)
  194.  
  195. BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  196. BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  197. BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
  198. BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=5)
  199.  
  200. BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=350, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=3)
  201. BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=350, iAim=400,iDefense=0,iHP=0, iMobility=0, iWill=3)
  202. BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=3)
  203. BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=0, iMobility=0, iWill=5)
  204.  
  205. BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=480, iAim=404,iDefense=4, iHP=1, iMobility=0, iWill=0)
  206. BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=480, iAim=404,iDefense=0, iHP=0, iMobility=0, iWill=0)
  207. BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=480, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
  208. BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=480, iAim=4,iDefense=4, iHP=1, iMobility=0, iWill=0)
  209.  
  210. BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=630, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=3)
  211. BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=630, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=3)
  212. BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=630, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=3)
  213. BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=630, iAim=5,iDefense=4, iHP=2, iMobility=1, iWill=200)
  214.  
  215. BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=5)
  216. BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=900, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=5)
  217. BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=900, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=5)
  218. BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=200)
  219.  
  220. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=10)
  221. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=30, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
  222. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
  223. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=120, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=10)
  224. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5)
  225. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=240, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5)
  226. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=300, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=5)
  227. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=360, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=5)
  228. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=420, iAim=4, iDefense=0, iHP=1, iMobility=0, iWill=5)
  229. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=510, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
  230. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=600, iAim=4, iDefense=4, iHP=1, iMobility=0, iWill=5)
  231. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=690, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
  232. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=5)
  233. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=900, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
  234. BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=1200, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
  235.  
  236. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
  237. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=2)
  238. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
  239. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=240, iAim=5, iDefense=0, iHP=1, iMobility=1, iWill=2)
  240. BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=330, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=2)
  241. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
  242. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=570, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=2)
  243. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=690, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
  244. BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=780, iAim=505,iDefense=0, iHP=0, iMobility=1, iWill=2)
  245. BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=900, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
  246. BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=1200, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
  247.  
  248. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=90, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=3)
  249. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=3)
  250. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=210, iAim=500,iDefense=0, iHP=1, iMobility=1, iWill=3)
  251. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=360, iAim=505,iDefense=3, iHP=0, iMobility=1, iWill=203)
  252. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=450, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
  253. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=600, iAim=505,iDefense=3, iHP=1, iMobility=1, iWill=3)
  254. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=700, iAim=505,iDefense=3, iHP=0, iMobility=0, iWill=3)
  255. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=800, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
  256. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=900, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
  257. BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=1200, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
  258.  
  259. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=210, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
  260. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
  261. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=330, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
  262. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=420, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
  263. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=510, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
  264. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=600, iAim=202,iDefense=2, iHP=1, iMobility=0, iWill=3)
  265. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=700, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
  266. BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=800, iAim=2, iDefense=3, iHP=1, iMobility=0, iWill=3)
  267. BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=900, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
  268. BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=1200, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
  269.  
  270. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
  271. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=270, iAim=0, iDefense=1000, iHP=2, iMobility=1, iWill=0)
  272. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=360, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
  273. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=420, iAim=0, iDefense=1000, iHP=1, iMobility=0, iWill=0)
  274. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
  275. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0)
  276. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=720, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
  277. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=900, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
  278. BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1200, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
  279.  
  280. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=100)
  281. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=10)
  282. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
  283. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=400, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
  284. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=480, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=110)
  285. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=660, iAim=0, iDefense=4, iHP=3, iMobility=0, iWill=10)
  286. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=780, iAim=0, iDefense=3, iHP=3, iMobility=0, iWill=10)
  287. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=900, iAim=0, iDefense=4, iHP=5, iMobility=1, iWill=110)
  288. BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1200, iAim=0, iDefense=5, iHP=5, iMobility=1, iWill=110)
  289.  
  290. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=360, iAim=0, iDefense=1000, iHP=3, iMobility=0, iWill=2)
  291. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=420, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
  292. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=500, iAim=4, iDefense=0, iHP=2, iMobility=0, iWill=2)
  293. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=600, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=2)
  294. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
  295. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=2, iMobility=0, iWill=2)
  296. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=900, iAim=404,iDefense=4, iHP=2, iMobility=0, iWill=2)
  297. BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
  298.  
  299. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=5)
  300. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=500, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
  301. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=2, iMobility=1, iWill=105)
  302. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=700, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
  303. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=800, iAim=404,iDefense=4, iHP=0, iMobility=0, iWill=5)
  304. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=900, iAim=4, iDefense=5, iHP=5, iMobility=1, iWill=110)
  305. BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=1200, iAim=4, iDefense=5, iHP=10, iMobility=1, iWill=110)
  306.  
  307. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=400)
  308. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=15)
  309. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=540, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=215)
  310. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=700, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=5)
  311. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
  312. BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
  313.  
  314. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=150, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=102)
  315. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
  316. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
  317. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=2, iMobility=1, iWill=102)
  318. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
  319. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=550, iAim=0, iDefense=5, iHP=1, iMobility=1, iWill=2)
  320. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=650, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=102)
  321. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=725, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
  322. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=800, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
  323. BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=900, iAim=0, iDefense=5, iHP=2, iMobility=2, iWill=202)
  324.  
  325. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=210, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0)
  326. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=360, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  327. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  328. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
  329. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  330. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  331. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  332. BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
  333.  
  334. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
  335. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=3)
  336. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=330, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
  337. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=2, iMobility=2, iWill=103)
  338. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=500, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=3)
  339. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
  340. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
  341. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
  342. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
  343. BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
  344.  
  345. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=0, iDefense=4000, iHP=0, iMobility=0, iWill=0)
  346. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
  347. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=600, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
  348. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=4, iCritHit=700, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
  349. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=800, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
  350. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=900, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
  351. BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=1200, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
  352.  
  353. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
  354. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=15, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
  355. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=30, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
  356. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=45, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
  357. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=60, iAim=0, iDefense=400, iHP=0, iMobility=0, iWill=0)
  358. BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=120, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=0)
  359. BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=270, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
  360. BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=360, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
  361. BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=900, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
  362. BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
  363.  
  364.  
  365. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=105)
  366. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=120, iAim=4, iDefense=5, iHP=2, iMobility=1, iWill=105)
  367. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=240, iAim=404,iDefense=1002, iHP=3, iMobility=0, iWill=105)
  368. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=360, iAim=4, iDefense=1002, iHP=3, iMobility=1, iWill=105)
  369. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=480, iAim=404,iDefense=2, iHP=0, iMobility=1, iWill=5)
  370. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=600, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5)
  371. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=750, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=5)
  372. BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=900, iAim=1010, iDefense=1000,iHP=3, iMobility=1, iWill=105)
  373.  
  374. BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=1500)
  375. BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=540, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
  376. BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=700, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
  377. BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=900, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
  378.  
  379. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=3)
  380. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=102,iMobility=0, iWill=3)
  381. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=101,iMobility=0, iWill=3)
  382. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=420, iAim=4, iDefense=1000, iHP=102,iMobility=0, iWill=3)
  383. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=500, iAim=404,iDefense=4, iHP=3, iMobility=1, iWill=3)
  384. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=103,iMobility=1, iWill=3)
  385. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=700, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=3)
  386. BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=900, iAim=8, iDefense=1000, iHP=303,iMobility=0, iWill=3)
  387.  
  388. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
  389. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
  390. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=150, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=0)
  391. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=210, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
  392. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=240, iAim=2, iDefense=1005, iHP=0, iMobility=1, iWill=0)
  393. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=300, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
  394. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=420, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=0)
  395. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=540, iAim=2, iDefense=1000, iHP=0, iMobility=1, iWill=0)
  396. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=700, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
  397. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=800, iAim=2, iDefense=0, iHP=3, iMobility=1, iWill=0)
  398. BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=900, iAim=6, iDefense=1005, iHP=5, iMobility=3, iWill=0)
  399.  
  400. ; ALIEN Leader and Navigator bonuses
  401. ; Leader upgrades are only applied to pod leaders (1 unit per pod; leader level is rolled randomly based on alien research)
  402. ; Navigator upgrades can be applied to ANY pod member of that alien type
  403. ; iCritHit -- low 2 digits hold leader level/navigator chance (if <10 is leader level, if >= 10 is % chance for navigator upgrade)
  404. ; high digits hold alien research level (roughly days passed) when that leader/navigator becomes possible
  405. ; iHP, iAim, iDamage, iWill -- normal stat upgrades
  406. ; iMobility -- perk ID to grant;
  407. ; iDefense -- pawn unit scaling information 0 = 1.00 scaling; scaling is cumulative, negative scaling leads to smaller enemies
  408. ; Level 8 leaders are temple ship AND monsters only
  409. ; Level 9 leaders are monsters
  410. ; special alien perks: 115 gives shredder ammo to any shooter alien; 120 gives cloaking ability to seekers
  411. ;
  412. BalanceMods_Hard=(eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
  413. BalanceMods_Hard=(eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
  414. BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
  415. BalanceMods_Hard=(eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
  416.  
  417. BalanceMods_Hard=(eType=eChar_Zombie, iDamage=0, iCritHit=45099,iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
  418.  
  419. ;Sectoid Leaders
  420. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=5, iWill=5); Low Profile
  421. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=4, iDefense=2, iHP=0, iMobility=0, iWill=5);
  422. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
  423. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=4, iAim=4, iDefense=2, iHP=1, iMobility=11, iWill=5); Executioner
  424. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=23, iWill=5); Rapid Reaction
  425. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=6, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5);
  426. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=7, iAim=4, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
  427. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=8, iAim=4, iDefense=0, iHP=5, iMobility=45, iWill=5); Regeneration
  428. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=9, iAim=4, iDefense=0, iHP=2, iMobility=138, iWill=5); Combined Arms
  429.  
  430. ;Sectoid Navigators
  431. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=99, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
  432. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=3020, iAim=3, iDefense=0,iHP=0, iMobility=0, iWill=0);
  433. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=18020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=5);
  434. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30015,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=15);
  435. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=10);
  436. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=27099,iAim=0, iDefense=0,iHP=0, iMobility=5, iWill=0); Low Profile
  437. BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=72099,iAim=0, iDefense=0,iHP=1, iMobility=45, iWill=5); Regeneration
  438.  
  439. ;Floater Leaders
  440. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=4, iDefense=1, iHP=1, iMobility=47, iWill=2); Covering Fire
  441. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=15, iWill=2); DamnGoodGround
  442. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=3, iAim=4, iDefense=1, iHP=1, iMobility=40, iWill=2); Close Combat Specialist
  443. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=4, iAim=0, iDefense=1, iHP=1, iMobility=25, iWill=2); Danger Zone
  444. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=5, iAim=2, iDefense=1, iHP=1, iMobility=31, iWill=2); Sprinter
  445. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6, iAim=4, iDefense=1, iHP=1, iMobility=93, iWill=2); Mayhem
  446. BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=7, iAim=8, iDefense=1, iHP=5, iMobility=26, iWill=2); Ready for Anything
  447. BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=139, iWill=2); Repair Servos
  448. BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
  449. BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=2); Tactical Sense
  450. BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=2); Combined Arms
  451.  
  452. ;Floater Navigators
  453. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=4, iDefense=0, iHP=1, iMobility=25, iWill=0); Danger Zone
  454. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
  455. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=24015,iAim=2,iDefense=0, iHP=1, iMobility=0, iWill=2);
  456. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=9020,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
  457. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=18015,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
  458. BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=21020,iAim=4, iDefense=0, iHP=0, iMobility=0, iWill=0);
  459.  
  460. ;Thin Man Leaders
  461. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=11, iWill=4); Executioner
  462. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=22, iWill=4); Close and Personal
  463. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=3, iAim=5, iDefense=0, iHP=1, iMobility=153, iWill=4); Sharpshooter
  464. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=81, iWill=4); Bombard
  465. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=3, iWill=0); Squadsight
  466. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=5, iAim=0, iDefense=0, iHP=1, iMobility=23, iWill=5); Rapid Reaction
  467. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=1, iMobility=31, iWill=5); Sprinter
  468. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=7, iAim=10,iDefense=0, iHP=1, iMobility=35, iWill=6); Lightning Reflexes
  469. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=7); Aggression
  470. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
  471. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
  472.  
  473. ;Thin Man Navigators
  474. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=11, iWill=2); Executioner
  475. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=15, iWill=2); Damn Good Ground
  476. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9015,iAim=0,iDefense=0, iHP=1, iMobility=31, iWill=0); Sprinter
  477. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=18015,iAim=0,iDefense=0, iHP=1, iMobility=35, iWill=0); Lightning Reflexes
  478. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=24099,iAim=0,iDefense=0, iHP=1, iMobility=45, iWill=0); Regeneration
  479. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=55010,iAim=5,iDefense=0, iHP=-4, iMobility=3, iWill=0); Squadsight
  480. BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=40099,iAim=0,iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
  481.  
  482. ;Muton Leaders
  483. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=2, iDefense=2, iHP=2, iMobility=47, iWill=3); Covering Fire
  484. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=2, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
  485. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=2, iDefense=2, iHP=1, iMobility=64, iWill=3); HEAT Warheads
  486. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=4, iAim=2, iDefense=1, iHP=1, iMobility=81, iWill=3); Bombard
  487. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=2, iDefense=2, iHP=2, iMobility=17, iWill=4); Will to Survive
  488. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
  489. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=6, iAim=2, iDefense=1, iHP=1, iMobility=54, iWill=4); Sentinel
  490. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=126, iWill=4); Light 'Em Up
  491. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=112, iWill=4); Tandem Warheads
  492. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=5); Aggression
  493. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
  494. BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
  495.  
  496. ;Muton Navigators
  497. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=0, iMobility=47, iWill=0); Covering Fire
  498. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=5);
  499. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=0);
  500. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=12025,iAim=0, iDefense=1,iHP=0, iMobility=30, iWill=0); HyperReactivePupils
  501. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=15025,iAim=0, iDefense=1,iHP=0, iMobility=38, iWill=0); Depth Perception
  502. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=45010,iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
  503. BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=65050,iAim=0, iDefense=0,iHP=0, iMobility=112, iWill=0); Tandem Warheads
  504.  
  505. ;Cyberdisc Leaders
  506. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=0);
  507. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=4, iHP=1, iMobility=81, iWill=0); Bombard
  508. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=3, iAim=0, iDefense=4, iHP=1, iMobility=134, iWill=0); Damage Control
  509. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=2, iDefense=4, iHP=1, iMobility=139, iWill=0); Repair Servos
  510. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
  511. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=5, iAim=2, iDefense=12, iHP=1, iMobility=32, iWill=0); Aggression
  512. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=30006,iAim=2, iDefense=4, iHP=2, iMobility=23, iWill=0); Rapid Reaction
  513. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=7, iAim=2, iDefense=4, iHP=3, iMobility=126, iWill=0); Light 'Em Up
  514. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
  515. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
  516. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=5, iDefense=25, iHP=15, iMobility=138, iWill=0); Combined Arms
  517. BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=64, iWill=0); HEAT Warheads
  518.  
  519. ; Sectoid Commander Leaders
  520. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=146, iWill=4); Distortion Field
  521. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=5, iWill=4); Low Profile
  522. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=3, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
  523. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=4, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
  524. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=30005,iAim=0, iDefense=1, iHP=1, iMobility=32, iWill=4); Aggression
  525. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=33006,iAim=0, iDefense=1, iHP=1, iMobility=40, iWill=4); Close Combat Specialist
  526. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=36007,iAim=0, iDefense=1, iHP=1, iMobility=149, iWill=4); Regen Biofield
  527. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=10); Combined Arms
  528.  
  529. ;Sectoid Commander Navigators
  530. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=94, iWill=0); Gunslinger
  531. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
  532. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=25, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
  533. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
  534. BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=42099,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
  535.  
  536. ;Heavy Floater Leaders
  537. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=5, iHP=2, iMobility=139, iWill=2); Repair Servos
  538. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=2); HEAT Ammo
  539. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=34, iWill=2); Close and Personal
  540. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=1, iMobility=81, iWill=2); Bombard
  541. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=2); Tactical Sense
  542. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=36006,iAim=2, iDefense=0, iHP=1, iMobility=26, iWill=2); Ready for Anything
  543. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=42007,iAim=2, iDefense=10, iHP=2, iMobility=17, iWill=2); Will to Survive
  544. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=8, iAim=3, iDefense=0, iHP=3, iMobility=93, iWill=5); Mayhem
  545. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=3, iDefense=0, iHP=3, iMobility=25, iWill=5); Danger Zone
  546. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
  547. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=9, iAim=500, iDefense=0,iHP=0, iMobility=138, iWill=0); Combined Arms
  548.  
  549. ;Heavy Floater Navigators
  550. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=15, iWill=1); Damn Good Ground
  551. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=38, iWill=1); Depth Perception
  552. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
  553. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
  554. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=115, iAim=0, iDefense=0, iHP=1, iMobility=59, iWill=0); Sapper
  555. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=36025, iAim=3, iDefense=0,iHP=1,iMobility=0, iWill=0)
  556. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=27020, iAim=2, iDefense=0,iHP=1,iMobility=25, iWill=0); Danger Zone
  557. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30020, iAim=2, iDefense=0,iHP=1,iMobility=93, iWill=0); Mayhem
  558. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30010, iAim=0, iDefense=0,iHP=0,iMobility=115, iWill=0); Shredder Ammo
  559. BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=25, iAim=3, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
  560.  
  561. ;Muton Elite Leaders
  562. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=2, iDefense=3, iHP=2, iMobility=126, iWill=3); Light 'Em Up
  563. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=81, iWill=3); Bombard
  564. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
  565. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=1, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
  566. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=3, iAim=2, iDefense=3, iHP=2, iMobility=33, iWill=3); Tactical Sense
  567. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=4, iAim=1, iDefense=1, iHP=1, iMobility=39, iWill=4); Bring 'Em On
  568. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
  569. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=5, iAim=2, iDefense=3, iHP=2, iMobility=54, iWill=4); Sentinel
  570. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=6, iAim=1, iDefense=1, iHP=1, iMobility=17, iWill=4); Will to Survive
  571. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=45007,iAim=2, iDefense=5,iHP=2, iMobility=144, iWill=4); Reactive Targeting Sensors
  572. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
  573. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
  574. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=10, iMobility=32, iWill=30); Aggression
  575. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
  576. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=66008,iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
  577. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
  578. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0,iMobility=115, iWill=0); Shredder Ammo
  579.  
  580. ;Muton Elite Navigators
  581. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=36099, iAim=0, iDefense=1, iHP=0, iMobility=30, iWill=2); HyperReactivePupils
  582. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=42099, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
  583. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=0, iMobility=47, iWill=2); Covering Fire
  584. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=64, iWill=0); HEAT Warheads
  585. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=81, iWill=0); Bombard
  586. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0);
  587. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=70099, iAim=0, iDefense=1, iHP=1, iMobility=58, iWill=0); Lock N' Load
  588. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=5, iDefense=1, iHP=0, iMobility=0, iWill=0);
  589. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=50010, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20);
  590. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=115, iAim=0, iDefense=1, iHP=0, iMobility=24, iWill=0); Grenadier
  591. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60033, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
  592. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=45010, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
  593. BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60015, iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
  594.  
  595. ;Ethereal Leaders
  596. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=36001,iAim=0, iDefense=0,iHP=2, iMobility=146, iWill=3); Distortion Field
  597. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=39002,iAim=0, iDefense=0,iHP=2, iMobility=143, iWill=4); Shock Absorbent Armor
  598. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=42003,iAim=0, iDefense=0,iHP=2, iMobility=0, iWill=4);
  599. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=45004,iAim=0, iDefense=0,iHP=2, iMobility=31, iWill=4); Sprinter
  600. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=48005,iAim=0, iDefense=0,iHP=2, iMobility=11, iWill=5); Executioner
  601. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=51006,iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=5);
  602. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=54007,iAim=0, iDefense=0,iHP=5, iMobility=3, iWill=15); Squadsight
  603. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=8, iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=15);
  604. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=9, iAim=0, iDefense=0,iHP=5, iMobility=138, iWill=15); COmbined Arms
  605.  
  606. ;Ethereal Regeneration
  607. BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=199, iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=15);
  608.  
  609. ;Uber Ethereal
  610. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
  611. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
  612. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=143, iWill=0); Shock-Absorbent Armor
  613. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=146, iWill=0); Distortion Field
  614. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
  615. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
  616. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=10, iWill=0); Opportunist
  617. BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=34, iWill=0); Close Encounters
  618.  
  619. ;Chryssalid Queens
  620. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=1, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
  621. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=2, iAim=0, iDefense=5, iHP=1, iMobility=35, iWill=5); Lightning Reflexes
  622. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=5, iHP=2, iMobility=45, iWill=5); Regeneration
  623. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=4, iAim=0, iDefense=5, iHP=1, iMobility=31, iWill=5); Sprinter
  624. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=5, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
  625. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=6, iAim=0, iDefense=5, iHP=1, iMobility=143, iWill=5); Shock Absorbent Armor
  626. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=7, iAim=0, iDefense=5, iHP=5, iMobility=0, iWill=5)
  627. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=5)
  628. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=9, iAim=0, iDefense=120,iHP=20, iMobility=43, iWill=5); Resilience
  629.  
  630. ;Chryssalid Navigators
  631. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=25, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
  632. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=20, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
  633. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=15, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
  634. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=10, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
  635. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=18099,iAim=0,iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
  636. BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
  637.  
  638. ;Berserker Leaders
  639. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3)
  640. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=3, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
  641. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=3, iAim=0, iDefense=3, iHP=2, iMobility=45, iWill=3); Regeneration
  642. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=4, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
  643. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=5, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
  644. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=6, iAim=0, iDefense=3, iHP=2, iMobility=31, iWill=3); Sprinter
  645. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=7, iAim=0, iDefense=15,iHP=5, iMobility=0, iWill=3);
  646. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=3);
  647. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=9, iAim=0, iDefense=15,iHP=15, iMobility=33, iWill=3); Tactical Sense
  648. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
  649.  
  650. ;Berserker Navigators
  651. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=50, iWill=0); Muscle Fiber Density
  652. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=25, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
  653. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=20, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
  654. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
  655. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
  656. BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=10, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
  657.  
  658. ;Outsider Leaders
  659. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=5, iDefense=5, iHP=0, iMobility=0, iWill=0);
  660. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=10, iWill=10); Opportunist
  661. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=3, iAim=5, iDefense=5, iHP=0, iMobility=35, iWill=10); Lightning Reflexes
  662. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=4, iAim=5, iDefense=0, iHP=0, iMobility=26, iWill=10); Ready For Anything
  663. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=5, iAim=5, iDefense=30,iHP=10, iMobility=40, iWill=10); Close Combat Specialist
  664. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=0, iMobility=54, iWill=10); Sentinel
  665. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=86, iWill=10); Damage Control
  666. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=20, iMobility=138, iWill=10); Combined Arms
  667.  
  668. ;Outsider Navigator
  669. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=10); Regeneration
  670. BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=60099,iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
  671.  
  672. ;Sectopod Leaders
  673. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=36003,iAim=0, iDefense=10,iHP=5, iMobility=139, iWill=0); Repair Servos
  674. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=42004,iAim=0, iDefense=10,iHP=5, iMobility=90, iWill=0); HEAT Ammo
  675. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=66005,iAim=0, iDefense=10,iHP=5, iMobility=54, iWill=0); Sentinel
  676. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=72006,iAim=0, iDefense=10,iHP=5, iMobility=144, iWill=0); Reactive Targeting Sensors
  677. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=99907,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
  678.  
  679. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=139, iWill=0); Repair Servos
  680. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=54, iWill=0); Sentinel
  681. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=144, iWill=0); Reactive Targeting Sensors
  682. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=30,iDefense=20,iHP=35, iMobility=126, iWill=0); Light 'Em Up
  683. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
  684. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=90, iWill=0); HEAT Ammo
  685. BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=138, iWill=0); Combined Arms
  686.  
  687. ;Drone Leaders
  688. BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=0, iDefense=10,iHP=0, iMobility=19, iWill=0); Holo-Targeting
  689. BalanceMods_Hard=(eType=eChar_Drone, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=2, iMobility=0, iWill=0);
  690. BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=7, iAim=15, iDefense=20,iHP=15,iMobility=0, iWill=0);
  691. BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=8, iAim=0, iDefense=10,iHP=0, iMobility=142, iWill=0); Absorption Field
  692. BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=9, iAim=10, iDefense=20,iHP=30,iMobility=126, iWill=0); Light 'Em Up
  693.  
  694. ;Drone Navigators
  695. BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=199, iAim=0, iDefense=-20, iHP=0,iMobility=0, iWill=0); Early game Small drone
  696. BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=12090, iAim=0, iDefense=20, iHP=0,iMobility=19,iWill=0); Holo-Targeting
  697.  
  698. ;Mectoid Leaders
  699. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=11, iWill=3); Executioner
  700. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=141, iWill=3); Platform Stability
  701. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=133, iWill=3); Advanced Fire Control
  702. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
  703. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=139, iWill=3); Repair Servos
  704. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=2, iMobility=23, iWill=3); Rapid Reaction
  705. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=2, iCritHit=7, iAim=2, iDefense=20,iHP=10, iMobility=144, iWill=3); El Maxtoid; Reactive Targeting Sensors
  706. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
  707. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
  708. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
  709.  
  710. ;Mectoid Navigator
  711. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
  712. BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
  713.  
  714. ;Seeker Leaders
  715. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
  716. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=2, iDefense=5, iHP=3, iMobility=19, iWill=0); Holo-Targeting
  717. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=3, iAim=2, iDefense=5, iHP=3, iMobility=23, iWill=0); Rapid Reaction
  718. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=4, iAim=2, iDefense=5, iHP=5, iMobility=0, iWill=0);
  719. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=5, iAim=2, iDefense=10, iHP=5, iMobility=141, iWill=0); Platform Stability
  720. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=6, iAim=2, iDefense=10, iHP=5, iMobility=86, iWill=0); Damage Control
  721. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=7, iAim=2, iDefense=10, iHP=10, iMobility=34, iWill=0); Close Encounters
  722. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=9, iAim=2, iDefense=10, iHP=10, iMobility=138, iWill=0); Combined Arms
  723.  
  724. ;Seeker Navigators
  725. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
  726. BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=167,iAim=0, iDefense=0, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
  727.  
  728. ;Exalt
  729. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=10, iWill=0); Opportunist
  730. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
  731. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=0); Tactical Sense
  732. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=21, iWill=2); Suppression
  733. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=39, iWill=0); Bring 'Em On
  734. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=2); Lightning Reflexes
  735. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=43, iWill=0); Resilience
  736. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=9, iAim=10, iDefense=0,iHP=10, iMobility=126, iWill=0); Light 'Em Up
  737.  
  738. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=-5, iDefense=0,iHP=1, iMobility=0, iWill=0);
  739. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=5, iDefense=0,iHP=-1, iMobility=0, iWill=0);
  740. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
  741. BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=0, iWill=0);
  742.  
  743. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=3, iDefense=0, iHP=0, iMobility=153, iWill=0); Sharpshooter
  744. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=3, iDefense=0, iHP=0, iMobility=5, iWill=2); Low Profile
  745. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
  746. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=4, iAim=3, iDefense=0, iHP=1, iMobility=32, iWill=2); Aggression
  747. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=0, iWill=0);
  748. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=6, iAim=3, iDefense=0, iHP=0, iMobility=11, iWill=2); Executioner
  749. BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=14, iWill=0); In the Zone
  750.  
  751. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=47, iWill=2); Covering Fire
  752. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=0); Grenadier
  753. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=2); Danger Zone
  754. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
  755. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
  756. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=90, iWill=0); Heat Ammo
  757. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
  758. BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=66, iWill=0); Javelin Rockets
  759.  
  760. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=2); Covering Fire
  761. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=1); Tactical Sense
  762. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=2); Sprinter
  763. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
  764. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=2); Opportunist
  765. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=45, iWill=1); Regeneration
  766. BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
  767.  
  768. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=24, iWill=0); Grenadier
  769. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=3); Opportunist
  770. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=32, iWill=0); Aggression
  771. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=3); Lightning Reflexes
  772. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=81, iWill=0); Bombardier
  773. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=43, iWill=3); Resilience
  774. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'Em Up
  775. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=9, iAim=10,iDefense=0, iHP=10, iMobility=153, iWill=25); Sharpshooter
  776.  
  777. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=15, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  778. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0);
  779. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
  780. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
  781. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
  782. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
  783. BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=33, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
  784.  
  785. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=0, iWill=1);
  786. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=153, iWill=1); Sharpshooter
  787. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=32, iWill=1); Aggression
  788. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=159, iWill=1); Lone Wolf
  789. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=93, iWill=1); Mayhem
  790. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=14, iWill=1); In the Zone
  791. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=7, iAim=5, iDefense=0, iHP=1, iMobility=39, iWill=3); Bring 'Em On
  792. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=13); Combined Arms
  793.  
  794. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=3, iDefense=0, iHP=1, iMobility=3, iWill=1); Squadsight
  795. BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=7, iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
  796.  
  797. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=1); Danger Zone
  798. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=66, iWill=1); Javelin Rockets
  799. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'em Up
  800. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=1); Grenadier
  801. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
  802. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=1); HEAT Ammo
  803. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
  804. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=81, iWill=1); Bombardier
  805. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=92, iWill=2); Rocketeer
  806. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=9, iAim=2, iDefense=0, iHP=10, iMobility=33, iWill=12); Tactical Sense
  807.  
  808. BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
  809.  
  810. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=1); Covering Fire
  811. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
  812. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
  813. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=52, iWill=1); Dense Smoke
  814. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=1); Sprinter
  815. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=45, iWill=1); Regeneration
  816. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
  817. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=1); Opportunist
  818. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=5, iWill=2); Low Profile
  819. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
  820. BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=8, iMobility=126, iWill=10); Light 'Em Up
  821.  
  822. ; XCOM HQ Initial Power Supply -- Do not relocate! The game reads these into an array in the order it encounters them, so it needs to be here for the class deco options to work.
  823. HQ_BASE_POWER=30; Normal
  824. HQ_BASE_POWER=30; Classic
  825. HQ_BASE_POWER=30; Brutal
  826. HQ_BASE_POWER=30; Impossible
  827.  
  828. ; Soldier Values and starting stat modifiers
  829. NUM_STARTING_SOLDIERS=40
  830. SOLDIER_COST=10 ; All Difficulties
  831. BARRACKS_CAPACITY=100
  832. LOW_AIM=60 ; Minimum starting aim for rookie; Midpoint set by soldier character entry; Max = (2 * Mid) - Min
  833. LOW_MOBILITY=13 ; Minimum starting mobility for rookie; Midpoint set in soldier character entry; Max = (2 * Mid) - Min
  834. HIGH_MOBILITY=-5 ; Relative starting defense, added to amounts in Characters= and BalanceMods entries
  835. LOW_WILL=16 ; Minimum Starting Will for rookie; midpoint set by soldier character entry; Max = (2 * Mid) - Min
  836. HIGH_WILL=3 ; Minimum Starting hp for rookie; midpoitn set by soldier character entry; Max = (2 * Mid) - Min
  837. ROOKIE_AIM=1 ; Point cost for aim in soldier build
  838. ROOKIE_MOBILITY=104 ; xxyy: xx = Point cost for defense; yy = Point cost for mobility
  839. ROOKIE_STARTING_WILL=301 ; xxyy: xx = Point cost for hit points; yy = Point cost for will
  840. SOLDIER_COST_HARD=13 ; Minimum mobility for new soldier / blueshirt to auto-equip Tac Armor instead of Tac Vest
  841. SOLDIER_COST_CLASSIC=63 ; Minimum aim for new soldier / blueshirt to auto-equip Assault Rifle instead of Assault Carbine
  842. PSI_GIFT_CHANCE=0.85 ; Chance of successful training if soldier Will equals Psi Power's target will; (Lower this to .25 to bring back More Than Human SW option)
  843. PSI_TRAINING_HOURS=32
  844. PSI_NUM_TRAINING_SLOTS=3 ; Not much point in changing this; UI-limited; could repurpose this with changes to 3 functions
  845. BASE_DAYS_INJURED = 620 ; max hours a soldier can be injured
  846. RAND_DAYS_INJURED = 2745 ; xxyy, where x and y control how days/research alters max injury timeout, d by x / (Days + y)
  847. RAND_DAYS_INJURED_TANK = 100; %-based scaler for fatigue timeout; 100=100%; 0 should mostly eliminate except for adders
  848. SPECIES_POINT_LIMIT=6 ; Hours of fatigue per officer level
  849.  
  850. ;SHIV Values
  851. BASE_DAYS_INJURED_TANK = 24 ; hours
  852. ALLOY_SHIV_HP_BONUS = 10 ; These are "base" hp bonuses that require repair.
  853. HOVER_SHIV_HP_BONUS = 8
  854.  
  855. ; Supra-Class randomization
  856. ; This is the %chance a soldier will automatically be assigned your least common supra-class (Scout-Sniper, Tactical, Weapons, Support) upon his/her first promotion. Otherwise the soldier rolls a d4.
  857. LATE_UFO_CHANCE = 33 ; 0 means class is always random; 100 means always least common; 33 means roughly 50% chance of least common, because you also have 1 in 4 chance of rolling it up on a d4.
  858.  
  859. ; Initial soldier appearance
  860. DEFENDER_MEDIKIT = 6 ; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)
  861. COUNCIL_STAT_BONUS = -1 ; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)
  862. ShowUFOsOnMission = -1 ; Rookie headgear; See help file for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.
  863.  
  864. ; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!
  865. HQ_BASE_POWER = 32 ; Sniper Color
  866. HQ_BASE_POWER = -1 ; Sniper Headgear
  867. HQ_BASE_POWER = 15 ; Scout Color
  868. HQ_BASE_POWER = -1 ; Scout Headgear
  869. HQ_BASE_POWER = 12 ; Rocketeer Color
  870. HQ_BASE_POWER = -1 ; Rocketeer Headgear
  871. HQ_BASE_POWER = 9 ; Gunner Color
  872. HQ_BASE_POWER = -1 ; Gunner Headgear
  873. HQ_BASE_POWER = 29 ; Medic Color
  874. HQ_BASE_POWER = -1 ; Medic Headgear
  875. HQ_BASE_POWER = 22 ; Engineer Color
  876. HQ_BASE_POWER = -1 ; Engineer Headgear
  877. HQ_BASE_POWER = 21 ; Assault Color
  878. HQ_BASE_POWER = -1 ; Assault Headgear
  879. HQ_BASE_POWER = 19 ; Infantry Color
  880. HQ_BASE_POWER = -1 ; Infantry Headgear
  881.  
  882. ; Soldier XP Levels
  883. m_iSoldierXPLevels=0 ; PFC
  884. m_iSoldierXPLevels=120 ; Specialist
  885. m_iSoldierXPLevels=350 ; Lance Corporal
  886. m_iSoldierXPLevels=700 ; Corporal / Lieutenant
  887. m_iSoldierXPLevels=1200 ; Sergeant / Captain
  888. m_iSoldierXPLevels=2000 ; Technical Sergeant / Major
  889. m_iSoldierXPLevels=3000 ; Gunnery Sergeant / Colonel
  890. m_iSoldierXPLevels=4200 ; Master Sergeant / Field Commander
  891.  
  892. ; Psi XP Levels
  893. m_iPsiXPLevels=0 ; None
  894. m_iPsiXPLevels=50 ; Awakened
  895. m_iPsiXPLevels=750 ; Sensitive
  896. m_iPsiXPLevels=800 ; Talent
  897. m_iPsiXPLevels=950 ; Adept
  898. m_iPsiXPLevels=1150 ; Psion
  899. m_iPsiXPLevels=2000 ; Master
  900. m_iPsiXPLevels=99999 ; Volunteer
  901. ; Soldier progression on level up
  902.  
  903. ;subclass-specific stat upgrades for Long War
  904. ; iWill / iAim use format xxyyzz, where zz is fixed, and xx + Rand(yy) is Hidden Potential. Will also gets +Rand(iRandWillIncrease) every level
  905. ; iHP uses format xxyy, where yy is non-World Diversity fixed, with Roll(xx) chance of +1 using Hidden Potential
  906. ; +Rand(iRandWillIncrease) Will granted every level to ever class if Hidden Potential not active
  907.  
  908. ; iHP: xxyy -- xx is % chance to gain 1 hp with randomized stat upgrades SW option, yy is hp to gain under normal settings
  909. ; iAim: xxyyzz -- xx is minimum aim gain with randomized stat upgrades; yy is random parameter added to xx (so, xx+random number between 0 and y-1); zz is aim gain under normal settings
  910. ; iWill: xxyyzz -- xx is minimum will gain with randomzied stat upgrades; yy is random parameter added to xx (so, xx+random number between 0 and y-1) ; zz is will gain under normal settings + iRandWillIncrease
  911.  
  912. ; 11 = Sniper subclass "Sniper" (HP = 2, AIM = 28, Will = 21) (55 points)
  913. SoldierStatProgression=(eClass=11, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
  914. SoldierStatProgression=(eClass=11, eRank=eRank_Corporal, iHP=2000, iAim=20504, iWill=20805)
  915. SoldierStatProgression=(eClass=11, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
  916. SoldierStatProgression=(eClass=11, eRank=eRank_Lieutenant, iHP=2000, iAim=20504, iWill=10402)
  917. SoldierStatProgression=(eClass=11, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10402)
  918. SoldierStatProgression=(eClass=11, eRank=eRank_Major, iHP=2000, iAim=20504, iWill=10402)
  919. SoldierStatProgression=(eClass=11, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
  920.  
  921. ; 21 = Sniper subclass "Scout" (HP = 2, AIM = 25, Will = 24) (55 points)
  922. SoldierStatProgression=(eClass=21, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
  923. SoldierStatProgression=(eClass=21, eRank=eRank_Corporal, iHP=2000, iAim=10503, iWill=20805)
  924. SoldierStatProgression=(eClass=21, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
  925. SoldierStatProgression=(eClass=21, eRank=eRank_Lieutenant, iHP=2000, iAim=10503, iWill=10603)
  926. SoldierStatProgression=(eClass=21, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10603)
  927. SoldierStatProgression=(eClass=21, eRank=eRank_Major, iHP=2000, iAim=10503, iWill=10603)
  928. SoldierStatProgression=(eClass=21, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
  929.  
  930. ; 12 = Heavy subclass "Rocketeer" (HP = 3, AIM = 21, Will = 25) (55 points)
  931. SoldierStatProgression=(eClass=12, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
  932. SoldierStatProgression=(eClass=12, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
  933. SoldierStatProgression=(eClass=12, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
  934. SoldierStatProgression=(eClass=12, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
  935. SoldierStatProgression=(eClass=12, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
  936. SoldierStatProgression=(eClass=12, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
  937. SoldierStatProgression=(eClass=12, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
  938.  
  939. ; 22 = Heavy subclass "Gunner" (HP = 4, AIM = 18, Will = 25) (55 points)
  940. SoldierStatProgression=(eClass=22, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
  941. SoldierStatProgression=(eClass=22, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
  942. SoldierStatProgression=(eClass=22, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
  943. SoldierStatProgression=(eClass=22, eRank=eRank_Lieutenant, iHP=4000, iAim=10202, iWill=10603)
  944. SoldierStatProgression=(eClass=22, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
  945. SoldierStatProgression=(eClass=22, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
  946. SoldierStatProgression=(eClass=22, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
  947.  
  948. ; 13 = Support subclass "Medic" (HP = 3, AIM = 18, Will = 28) (55 points)
  949. SoldierStatProgression=(eClass=13, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=21006)
  950. SoldierStatProgression=(eClass=13, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=21006)
  951. SoldierStatProgression=(eClass=13, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10704)
  952. SoldierStatProgression=(eClass=13, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=10603)
  953. SoldierStatProgression=(eClass=13, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
  954. SoldierStatProgression=(eClass=13, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=10603)
  955. SoldierStatProgression=(eClass=13, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
  956.  
  957. ; 23 = Support subclass "Engineer" (HP = 4, AIM = 18, Will = 25) (55 points)
  958. SoldierStatProgression=(eClass=23, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
  959. SoldierStatProgression=(eClass=23, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
  960. SoldierStatProgression=(eClass=23, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
  961. SoldierStatProgression=(eClass=23, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
  962. SoldierStatProgression=(eClass=23, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
  963. SoldierStatProgression=(eClass=23, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
  964. SoldierStatProgression=(eClass=23, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
  965.  
  966. ; 14 = Assault subclass "Assault" (HP = 4, AIM = 18, Will = 25) (55 points)
  967. SoldierStatProgression=(eClass=14, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
  968. SoldierStatProgression=(eClass=14, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
  969. SoldierStatProgression=(eClass=14, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
  970. SoldierStatProgression=(eClass=14, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
  971. SoldierStatProgression=(eClass=14, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
  972. SoldierStatProgression=(eClass=14, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
  973. SoldierStatProgression=(eClass=14, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
  974.  
  975. ; 24 = Assault subclass "Infantry" (HP = 3, AIM = 21, Will = 25) (55 points)
  976. SoldierStatProgression=(eClass=24, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
  977. SoldierStatProgression=(eClass=24, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
  978. SoldierStatProgression=(eClass=24, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
  979. SoldierStatProgression=(eClass=24, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
  980. SoldierStatProgression=(eClass=24, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
  981. SoldierStatProgression=(eClass=24, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
  982. SoldierStatProgression=(eClass=24, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
  983.  
  984. ; MEC subclasses are derived from the infantry subclass, MEC subclass = soldier subclass + 20 STAT INCREASES
  985. ; 31 = MEC subclass "MEC Sniper / Jaeger" (9 + 28) 37
  986. SoldierStatProgression=(eClass=31, eRank=eRank_Squaddie, iHP=2000, iAim=20705, iWill=602)
  987. SoldierStatProgression=(eClass=31, eRank=eRank_Corporal, iHP=2000, iAim=20705, iWill=602)
  988. SoldierStatProgression=(eClass=31, eRank=eRank_Sergeant, iHP=5001, iAim=20705, iWill=602)
  989. SoldierStatProgression=(eClass=31, eRank=eRank_Lieutenant, iHP=2000, iAim=20705, iWill=602)
  990. SoldierStatProgression=(eClass=31, eRank=eRank_Captain, iHP=2000, iAim=20705, iWill=602)
  991. SoldierStatProgression=(eClass=31, eRank=eRank_Major, iHP=2000, iAim=20705, iWill=602)
  992. SoldierStatProgression=(eClass=31, eRank=eRank_Colonel, iHP=5001, iAim=20705, iWill=602)
  993.  
  994. ; 41 = MEC subclass "MEC Scout / Pathfinder"
  995. SoldierStatProgression=(eClass=41, eRank=eRank_Squaddie, iHP=7001, iAim=20504, iWill=602)
  996. SoldierStatProgression=(eClass=41, eRank=eRank_Corporal, iHP=4000, iAim=20504, iWill=602)
  997. SoldierStatProgression=(eClass=41, eRank=eRank_Sergeant, iHP=7001, iAim=20504, iWill=602)
  998. SoldierStatProgression=(eClass=41, eRank=eRank_Lieutenant, iHP=4000, iAim=20504, iWill=602)
  999. SoldierStatProgression=(eClass=41, eRank=eRank_Captain, iHP=7001, iAim=20504, iWill=602)
  1000. SoldierStatProgression=(eClass=41, eRank=eRank_Major, iHP=4000, iAim=20504, iWill=602)
  1001. SoldierStatProgression=(eClass=41, eRank=eRank_Colonel, iHP=7001, iAim=20504, iWill=602)
  1002.  
  1003. ; 32 = MEC subclass "MEC Rocketeer / Archer"
  1004. SoldierStatProgression=(eClass=32, eRank=eRank_Squaddie, iHP=6001, iAim=10302, iWill=602)
  1005. SoldierStatProgression=(eClass=32, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=602)
  1006. SoldierStatProgression=(eClass=32, eRank=eRank_Sergeant, iHP=3000, iAim=10302, iWill=602)
  1007. SoldierStatProgression=(eClass=32, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=602)
  1008. SoldierStatProgression=(eClass=32, eRank=eRank_Captain, iHP=3000, iAim=10302, iWill=602)
  1009. SoldierStatProgression=(eClass=32, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=602)
  1010. SoldierStatProgression=(eClass=32, eRank=eRank_Colonel, iHP=6001, iAim=10302, iWill=602)
  1011.  
  1012. ; 42 = MEC subclass "MEC Gunner / Goliath"
  1013. SoldierStatProgression=(eClass=42, eRank=eRank_Squaddie, iHP=9901, iAim=10503, iWill=602)
  1014. SoldierStatProgression=(eClass=42, eRank=eRank_Corporal, iHP=9901, iAim=10503, iWill=602)
  1015. SoldierStatProgression=(eClass=42, eRank=eRank_Sergeant, iHP=9901, iAim=10503, iWill=602)
  1016. SoldierStatProgression=(eClass=42, eRank=eRank_Lieutenant, iHP=9901, iAim=10503, iWill=602)
  1017. SoldierStatProgression=(eClass=42, eRank=eRank_Captain, iHP=9901, iAim=10503, iWill=602)
  1018. SoldierStatProgression=(eClass=42, eRank=eRank_Major, iHP=9901, iAim=10503, iWill=602)
  1019. SoldierStatProgression=(eClass=42, eRank=eRank_Colonel, iHP=9901, iAim=10503, iWill=602)
  1020.  
  1021. ; 33 = MEC subclass "MEC Medic / Guardian"
  1022. SoldierStatProgression=(eClass=33, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=602)
  1023. SoldierStatProgression=(eClass=33, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
  1024. SoldierStatProgression=(eClass=33, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=602)
  1025. SoldierStatProgression=(eClass=33, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
  1026. SoldierStatProgression=(eClass=33, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=602)
  1027. SoldierStatProgression=(eClass=33, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
  1028. SoldierStatProgression=(eClass=33, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=602)
  1029.  
  1030. ; 43 = MEC subclass "MEC Engineer / Shogun"
  1031. SoldierStatProgression=(eClass=43, eRank=eRank_Squaddie, iHP=8001, iAim=10503, iWill=602)
  1032. SoldierStatProgression=(eClass=43, eRank=eRank_Corporal, iHP=5000, iAim=10503, iWill=602)
  1033. SoldierStatProgression=(eClass=43, eRank=eRank_Sergeant, iHP=8001, iAim=10503, iWill=602)
  1034. SoldierStatProgression=(eClass=43, eRank=eRank_Lieutenant, iHP=8001, iAim=10503, iWill=602)
  1035. SoldierStatProgression=(eClass=43, eRank=eRank_Captain, iHP=8001, iAim=10503, iWill=602)
  1036. SoldierStatProgression=(eClass=43, eRank=eRank_Major, iHP=5000, iAim=10503, iWill=602)
  1037. SoldierStatProgression=(eClass=43, eRank=eRank_Colonel, iHP=8001, iAim=10503, iWill=602)
  1038.  
  1039. ; 34 = MEC subclass "MEC Assault / Marauder"
  1040. SoldierStatProgression=(eClass=34, eRank=eRank_Squaddie, iHP=8001, iAim=10503, iWill=602)
  1041. SoldierStatProgression=(eClass=34, eRank=eRank_Corporal, iHP=5000, iAim=10503, iWill=602)
  1042. SoldierStatProgression=(eClass=34, eRank=eRank_Sergeant, iHP=8001, iAim=10503, iWill=602)
  1043. SoldierStatProgression=(eClass=34, eRank=eRank_Lieutenant, iHP=8001, iAim=10503, iWill=602)
  1044. SoldierStatProgression=(eClass=34, eRank=eRank_Captain, iHP=8001, iAim=10503, iWill=602)
  1045. SoldierStatProgression=(eClass=34, eRank=eRank_Major, iHP=5000, iAim=10503, iWill=602)
  1046. SoldierStatProgression=(eClass=34, eRank=eRank_Colonel, iHP=8001, iAim=10503, iWill=602)
  1047.  
  1048. ; 44 = MEC subclass "MEC Infantry / Valkyrie"
  1049. SoldierStatProgression=(eClass=44, eRank=eRank_Squaddie, iHP=7001, iAim=20504, iWill=602)
  1050. SoldierStatProgression=(eClass=44, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
  1051. SoldierStatProgression=(eClass=44, eRank=eRank_Sergeant, iHP=7001, iAim=20504, iWill=602)
  1052. SoldierStatProgression=(eClass=44, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
  1053. SoldierStatProgression=(eClass=44, eRank=eRank_Captain, iHP=7001, iAim=20504, iWill=602)
  1054. SoldierStatProgression=(eClass=44, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
  1055. SoldierStatProgression=(eClass=44, eRank=eRank_Colonel, iHP=7001, iAim=20504, iWill=602)
  1056.  
  1057. iRandWillIncrease=4 ; rand(x) to all level ups; turned off if Hidden Potential is active
  1058. iBaseOTSWillIncrease=5 ; bonus will for psis only
  1059. iRandOTSWillIncrease=10 ; bonus random will for psis only
  1060. HQ_STARTING_MONEY=4 ; Master Sergeants will roll on a small harcoded stat bonus table every xth mission
  1061.  
  1062. ; Weights in country selection for new soldiers. The engine sums the total of all weights and then randomly selects among them.
  1063. ; So if the USA weight is 6 and the total of all weights is 40, a new soldier has a 6/40 chance of being an American.
  1064. ; Do not reorder these, move this section, or try to add other countries; it will break the system.
  1065. HQ_BASE_POWER=45; United States
  1066. HQ_BASE_POWER=25; Russia
  1067. HQ_BASE_POWER=25; China
  1068. HQ_BASE_POWER=25; United Kingdom
  1069. HQ_BASE_POWER=25; Germany
  1070. HQ_BASE_POWER=25; France
  1071. HQ_BASE_POWER=25; Japan
  1072. HQ_BASE_POWER=25; India
  1073. HQ_BASE_POWER=20; Australia
  1074. HQ_BASE_POWER=15; Italy
  1075. HQ_BASE_POWER=18; South Korea
  1076. HQ_BASE_POWER=10; Turkey
  1077. HQ_BASE_POWER=20; Indonesia
  1078. HQ_BASE_POWER=10; Spain
  1079. HQ_BASE_POWER=10; Pakistan
  1080. HQ_BASE_POWER=18; Canada
  1081. HQ_BASE_POWER=10; Iran
  1082. HQ_BASE_POWER=12; Israel
  1083. HQ_BASE_POWER=18; Egypt
  1084. HQ_BASE_POWER=25; Brazil
  1085. HQ_BASE_POWER=12; Argentina
  1086. HQ_BASE_POWER=15; Mexico
  1087. HQ_BASE_POWER=20; South Africa
  1088. HQ_BASE_POWER=10; Poland
  1089. HQ_BASE_POWER=10; Ukraine
  1090. HQ_BASE_POWER=20; Nigeria
  1091. HQ_BASE_POWER=3 ; Venezuela
  1092. HQ_BASE_POWER=10; Greece
  1093. HQ_BASE_POWER=4 ; Colombia
  1094. HQ_BASE_POWER=8 ; Portugal
  1095. HQ_BASE_POWER=10; Sweden
  1096. HQ_BASE_POWER=15; Ireland
  1097. HQ_BASE_POWER=15; Scotland
  1098. HQ_BASE_POWER=10; Norway
  1099. HQ_BASE_POWER=10; Netherlands
  1100. HQ_BASE_POWER=10; Belgium
  1101. HQ_BASE_POWER=2 ; Bosnia and Herzegovina
  1102. HQ_BASE_POWER=1 ; Honduras
  1103. HQ_BASE_POWER=2 ; Algeria
  1104. HQ_BASE_POWER=2 ; Ethiopia
  1105. HQ_BASE_POWER=2 ; Kenya
  1106. HQ_BASE_POWER=1 ; Morocco
  1107. HQ_BASE_POWER=1 ; Tanzania
  1108. HQ_BASE_POWER=1 ; Zimbabwe
  1109. HQ_BASE_POWER=1 ; Bangladesh
  1110. HQ_BASE_POWER=1 ; Kazakhstan
  1111. HQ_BASE_POWER=8 ; Malaysia
  1112. HQ_BASE_POWER=3 ; New Zealand
  1113. HQ_BASE_POWER=3 ; Philippines
  1114. HQ_BASE_POWER=5 ; Saudi Arabia
  1115. HQ_BASE_POWER=4 ; Taiwan
  1116. HQ_BASE_POWER=8 ; Thailand
  1117. HQ_BASE_POWER=6 ; Vietnam
  1118. HQ_BASE_POWER=4 ; Austria
  1119. HQ_BASE_POWER=5 ; Czech Republic
  1120. HQ_BASE_POWER=4 ; Denmark
  1121. HQ_BASE_POWER=5 ; Finland
  1122. HQ_BASE_POWER=3 ; Hungary
  1123. HQ_BASE_POWER=3 ; Romania
  1124. HQ_BASE_POWER=1 ; Cuba
  1125. HQ_BASE_POWER=1 ; Guatemala
  1126. HQ_BASE_POWER=1 ; Panama
  1127. HQ_BASE_POWER=2 ; Chile
  1128. HQ_BASE_POWER=2 ; Ecuador
  1129. HQ_BASE_POWER=2 ; Peru
  1130. HQ_BASE_POWER=0 ; United Nations
  1131. HQ_BASE_POWER=0 ; XCOM
  1132. HQ_BASE_POWER=1 ; Bolivia
  1133. HQ_BASE_POWER=1 ; Nicaragua
  1134. HQ_BASE_POWER=2 ; Bulgaria
  1135. HQ_BASE_POWER=2 ; Croatia
  1136. HQ_BASE_POWER=2 ; Serbia
  1137. HQ_BASE_POWER=1 ; Slovakia
  1138. HQ_BASE_POWER=1 ; Switzerland
  1139. HQ_BASE_POWER=2 ; Angola
  1140. HQ_BASE_POWER=2 ; Ghana
  1141. HQ_BASE_POWER=1 ; Iraq
  1142. HQ_BASE_POWER=1 ; Jordan
  1143. HQ_BASE_POWER=1 ; Syria
  1144. HQ_BASE_POWER=1 ; Mongolia
  1145. HQ_BASE_POWER=1 ; Costa Rica
  1146. HQ_BASE_POWER=1 ; El Salvador
  1147. HQ_BASE_POWER=1 ; Paraguay
  1148. HQ_BASE_POWER=1 ; Uruguay
  1149. HQ_BASE_POWER=1 ; Albania
  1150. HQ_BASE_POWER=2 ; Belarus
  1151. HQ_BASE_POWER=1 ; Estonia
  1152. HQ_BASE_POWER=1 ; Iceland
  1153. HQ_BASE_POWER=1 ; Kosovo
  1154. HQ_BASE_POWER=1 ; Latvia
  1155. HQ_BASE_POWER=1 ; Lithuania
  1156. HQ_BASE_POWER=1 ; Macedonia
  1157. HQ_BASE_POWER=1 ; Moldova
  1158. HQ_BASE_POWER=1 ; Montenegro
  1159. HQ_BASE_POWER=1 ; Slovenia
  1160. HQ_BASE_POWER=1 ; Botswana
  1161. HQ_BASE_POWER=1 ; Cameroon
  1162. HQ_BASE_POWER=1 ; DR Congo
  1163. HQ_BASE_POWER=1 ; Gabon
  1164. HQ_BASE_POWER=1 ; Ivory Coast
  1165. HQ_BASE_POWER=1 ; Libya
  1166. HQ_BASE_POWER=1 ; Mozambique
  1167. HQ_BASE_POWER=1 ; Namibia
  1168. HQ_BASE_POWER=1 ; Senegal
  1169. HQ_BASE_POWER=1 ; Sudan
  1170. HQ_BASE_POWER=1 ; Tunisia
  1171. HQ_BASE_POWER=1 ; Zambia
  1172. HQ_BASE_POWER=1 ; Afghanistan
  1173. HQ_BASE_POWER=1 ; Armenia
  1174. HQ_BASE_POWER=1 ; Azerbaijan
  1175. HQ_BASE_POWER=1 ; Georgia
  1176. HQ_BASE_POWER=1 ; Kuwait
  1177. HQ_BASE_POWER=1 ; Lebanon
  1178. HQ_BASE_POWER=2 ; Oman
  1179. HQ_BASE_POWER=1 ; Palestine
  1180. HQ_BASE_POWER=1 ; Qatar
  1181. HQ_BASE_POWER=1 ; United Arab Emirates
  1182. HQ_BASE_POWER=1 ; Yemen
  1183. HQ_BASE_POWER=1 ; Cambodia
  1184. HQ_BASE_POWER=1 ; Kyrgyzstan
  1185. HQ_BASE_POWER=2 ; Laos
  1186. HQ_BASE_POWER=1 ; Myanmar
  1187. HQ_BASE_POWER=1 ; Nepal
  1188. HQ_BASE_POWER=3 ; Singapore
  1189. HQ_BASE_POWER=1 ; Sri Lanka
  1190. HQ_BASE_POWER=1 ; Tajikistan
  1191. HQ_BASE_POWER=1 ; Uzbekistan
  1192.  
  1193. ;Tactical constants
  1194. LOW_COVER_BONUS=30 ; The defense increase a unit gains from entering low cover
  1195. HIGH_COVER_BONUS=45 ; The defense increase a unit gains from entering high cover
  1196. HUNKER_BONUS=2.0f ; The defense multiplier when the unit hunkers down
  1197. AIR_EVADE_DEF=30 ; The defense increase a unit gains from air evasion bonus (Has char prop eCP_AirEvade)
  1198. NO_COVER_DEF=30 ; innate defense value generally for units who can't take cover (Has char prop eCP_NoCover)
  1199. REACTION_PENALTY=0.7f ; Reaction fire % of normal of hit chance.
  1200. SW_MORE_POWER=0.7f ; Reaction fire DIVISOR if targeted unit is a Mec, SHIV, Mectoid or Sectopod without Lightning Reflexes and attacker doesn't have Opportunist or Advanced Fire Control. Set to 0.7 to effectively cancel REACTION_PENALTY for these units; set to 1.0 to nullify this effect and have RF work as normal against these units.
  1201. DASHING_REACTION_MODIFIER=0.7f ; Reaction fire % of normal *reaction* hit chance against a dashing unit.
  1202. POISONED_AIM_PENALTY=20 ; Offense penalty when you have been hit with acid
  1203. HARDENED_ENEMY_CRIT_VALUE=60 ; Critical penalty against targets with the Hardened property
  1204. FLANKING_CRIT_BONUS=50 ; Critical bonus when enemy is flanked
  1205. SW_FLANK_CRIT=100 ; SECOND WAVE: Crit bonus from Absolutely Critical
  1206. SW_ABDUCTION_SITES=35.0f ; SECOND WAVE: Red Fog aim penalty cap
  1207. SW_COVER_INCREASE=6.0f ; SECOND WAVE: Red Fog mobility penalty cap
  1208. HQASSAULT_MIN_DAYS=14 ; range (in meters) that pistol-slot weapon accuracy degrades
  1209. HQASSAULT_MAX_DAYS=30 ; 3.0/This number is 10 times the penalty per meter after pistol slot weapons are fired at targets beyond the range specified in HQASSAULT_MIN_DAYS
  1210. CLOSE_RANGE = 14.0f ; Distance at which close range penalties/bonuses are assessed
  1211. AIM_CLIMB = 3.0f
  1212. ASSAULT_AIM_CLIMB = 6.0f ; rate at which weapons with the eWP_Assault property lose aim when they are above the close range threshold
  1213. ASSAULT_LONG_RANGE_MAX_PENALTY = -100
  1214. SNIPER_AIM_FALL = -5.0f ; rate at which weapons with the eWP_Sniper property lose aim when they are under the close range threshold
  1215. GRAPPLE_DIST=15
  1216. MAX_CRIT_WOUND=90 ; chance for a soldier to be critically wounded (instead of dying) can never go over this amount
  1217. UFO_FUSION_SURVIVE=1 ; permanent will loss when a soldier is critically wounded
  1218. SHOOT_WHEN_PANICKED=0 ; when a unit panics, random roll from 0 to this number - 1 (e.g. 0..4)
  1219. HUNKER_DOWN_WHEN_PANICKED=10 ; if the roll is < this number, the unit hunkers down, otherwise they shoot (if possible); this roll is separate from attemping to run
  1220. PANIC_SHOT_HIT_PENALTY=80 ; shots taken while panicking subtract this amount from their normal chance to hit
  1221. COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f ; All Gauss-tech weapons nullify this much Damage Reduction
  1222. UFO_PSI_LINK_SURVIVE=0.8 ; Modifier applied to vanilla arc thrower stun chances; 1 means vanilla stun chances will apply; .5 means half vanilla
  1223.  
  1224. ; Some Perk settings
  1225. URBAN_DEFENSE=5 ; Semper Vigilans squad defense bonus (when in cover)
  1226. URBAN_AIM=10 ; Sharpshooter perk bonus
  1227. INTERNATIONAL_WILL=1 ; Legio Patria Nostra Will bonus per nationality
  1228. INTERNATIONAL_AIM=2 ; Band of Warriors aim bonus per continent bonus
  1229. TERRA_WILL=5 ; Esprit de Corps will bonus
  1230. TERRA_DEFENSE=5 ; Esprit de Corps defense bonus
  1231. TERRA_XP=4 ; Into the Breach divisor soldier earns mission complete xp + (mission complete xp / this value)
  1232. COUNCIL_STAT_MAX=8 ; So Others May Live max stat increase allowed. A value of 0 or less means no bonus will ever accrue.
  1233. COUNCIL_FIGHT_BONUS=10 ; Lone Wolf perk bonus
  1234. COUNCIL_FIGHT_TILES=7 ; Lone Wolf minimum tiles
  1235. PSI_TEST_LIMIT=50 ; Governs Servos Perk; % of Repair Servo points lost when taking damage
  1236. HIGH_AIM=10 ; Additive Crit Penalty for each successive In The Zone shot (1 damage penalty per successive shot is hard-coded)
  1237. MIN_SCATTER=0.75 ; Rocket launcher scatter; lower means more accurate rocket fire; Value is average meters of miss if shooting with 0 aim at a target 20 meters away
  1238. REFLECT_DMG=0.33 ; Ethereal reflection will deal this percentage of damage (based on the original attack)
  1239. GENEMOD_BONEMARROW_RECOVERY_BONUS=0.66f ; modifier to time spent recovering from wounds with Bone Marrow Genemod
  1240. FOUNDRY_PISTOL_AIM_BONUS=8 ; Aim Bonus with Pistol II foundry project
  1241. FOUNDRY_SCOPE_CRIT_BONUS=8 ; SCOPE crit bonus with foundry project (Half applied to Laser Sight)
  1242. FOUNDRY_PISTOL_CRIT_BONUS=8 ; Crit bonus with Pistol I foundry project
  1243. MIND_CONTROL_DIFFICULTY=-35 ; penalty that applies to mind control hit chance relative to base psi success rate
  1244. EXALT_LOOT3=-10 ; penalty that applies to psi panic hit chance relative to base psi success rate
  1245. COUNCIL_FUNDING_MULTIPLIER_CLASSIC=276.0;Radius of Area of Effect for Danger Zone perk when coupled with suppression
  1246. COUNCIL_FUNDING_MULTIPLIER_HARD = 0.5f ; HEAT Ammo and Warheads bonus damage multiplier (1 = double damage; 0.5 = 50% damage increase, etc.)
  1247.  
  1248. ; Chance of offscreen kills resulting in zombies on Chryssalid terror missions
  1249. TerrorInfectionChance=1 ; Normal
  1250. TerrorInfectionChance=1 ; Classic
  1251. TerrorInfectionChance=1 ; Brutal
  1252. TerrorInfectionChance=1 ; Impossible
  1253.  
  1254. ; Alien Tactical AI governors
  1255. EXALT_LOOT2=40 ; This is the minimum to-hit chance for the alien to conclude it has a strong attack, good team attack target, or a potential kill shot, making it more likely to shoot than take other choices. Note low-aim aliens will decide they have a strong attack at lower to-hit, hardcoded at offense-30. Vanilla default is 50.
  1256. UFO_HYPERWAVE_SURVIVE=45 ; This is the minimum to-hit chance for the alien to conclude it has a vulnerable target. This plays into whether it will move to try to get a choice shot. It may also affect abilities with a % to succeed. Vanilla Default is 55.
  1257.  
  1258. ; Alien pod behavior -- chance they will lurk rather than patrol on various mission types
  1259. ABDUCTION_LURK_PCT=50
  1260. SMALL_UFO_LURK_PCT=20
  1261. LARGE_UFO_LURK_PCT=50
  1262.  
  1263. ; Ability governors; higher values mean much more likely to use ability
  1264. ThinManPlagueSlider=5 ; Normal
  1265. ThinManPlagueSlider=5 ; Classic
  1266. ThinManPlagueSlider=5 ; Brutal
  1267. ThinManPlagueSlider=5 ; Impossible
  1268. DeathBlossomSlider=5 ; Normal
  1269. DeathBlossomSlider=5 ; Classic
  1270. DeathBlossomSlider=5 ; Brutal
  1271. DeathBlossomSlider=5 ; Impossible
  1272. BloodCallSlider=7 ; Normal
  1273. BloodCallSlider=7 ; Classic
  1274. BloodCallSlider=7 ; Brutal
  1275. BloodCallSlider=7 ; Impossible
  1276. AlienGrenadeSlider=6 ; Normal
  1277. AlienGrenadeSlider=6 ; Classic
  1278. AlienGrenadeSlider=6 ; Brutal
  1279. AlienGrenadeSlider=6 ; Impossible
  1280. SmokeGrenadeSlider=5 ; Normal
  1281. SmokeGrenadeSlider=5 ; Classic
  1282. SmokeGrenadeSlider=5 ; Brutal
  1283. SmokeGrenadeSlider=5 ; Impossible
  1284.  
  1285. ;Initial Alien Bonus Research; how much ground they have to make up before accumulating bonus research that has an effect on the game
  1286. INTERCEPTOR_REFUEL_HOURS=-90
  1287.  
  1288. ; Multiplier for timing of alien upgrades (%, lower slower later alien upgrades)
  1289. MaxActiveAIUnits=70 ; Normal
  1290. MaxActiveAIUnits=100 ; Classic
  1291. MaxActiveAIUnits=110 ; Brutal
  1292. MaxActiveAIUnits=130 ; Impossible
  1293.  
  1294. ; Strategy Game Constants
  1295. ; Base_Funding: % of each country's total possible satellite funding offered each month when country has no satellite
  1296. BASE_FUNDING = 50 ; Normal
  1297. BASE_FUNDING = 40 ; Classic
  1298. BASE_FUNDING = 33 ; Brutal
  1299. BASE_FUNDING = 25 ; Impossible
  1300.  
  1301. ; Country Funding Multiplier by Difficulty Level; use this to give the system more total cash to give to XCOM
  1302. FundingBalance=1 ; Normal
  1303. FundingBalance=1 ; Classic
  1304. FundingBalance=1 ; Brutal
  1305. FundingBalance=1 ; Impossible
  1306.  
  1307. ; Country Funding Amounts: DO NOT REORDER
  1308. FundingAmounts=160 ; 0fc USA
  1309. FundingAmounts=100 ; 1fc Russia
  1310. FundingAmounts=130 ; 2fc China
  1311. FundingAmounts=110 ; 3fc UK
  1312. FundingAmounts=140 ; 4fc Germany
  1313. FundingAmounts=120 ; 5fc France
  1314. FundingAmounts=150 ; 6fc Japan
  1315. FundingAmounts=100 ; 7fc India
  1316. FundingAmounts=80 ; 8fc Australia
  1317. FundingAmounts=0 ; 9f Italy
  1318. FundingAmounts=0 ; 10f South Korea
  1319. FundingAmounts=0 ; 11f Turkey
  1320. FundingAmounts=0 ; 12f Indonesia
  1321. FundingAmounts=0 ; 13f Spain
  1322. FundingAmounts=0 ; 14f Pakistan
  1323. FundingAmounts=90 ; 15fc Canada
  1324. FundingAmounts=0 ; 16f Iran
  1325. FundingAmounts=0 ; 17f Israel
  1326. FundingAmounts=80 ; 18fc Egypt
  1327. FundingAmounts=100 ; 19fc Brazil
  1328. FundingAmounts=70 ; 20fc Argentina
  1329. FundingAmounts=80 ; 21fc Mexico
  1330. FundingAmounts=70 ; 22fc South Africa
  1331. FundingAmounts=0 ; 23f Poland
  1332. FundingAmounts=0 ; 24f Ukraine
  1333. FundingAmounts=80 ; 25fc Nigeria
  1334. FundingAmounts=0 ; 26f Venezuela
  1335. FundingAmounts=0 ; 27f Greece
  1336. FundingAmounts=0 ; 28f Colombia
  1337. FundingAmounts=0 ; 29f Portugal
  1338. FundingAmounts=0 ; 30f Sweden
  1339. FundingAmounts=0 ; 31f Ireland
  1340. FundingAmounts=0 ; 32f Scotland
  1341. FundingAmounts=0 ; 33f Norway
  1342. FundingAmounts=0 ; 34f Netherlands
  1343. FundingAmounts=0 ; 35f Belgium
  1344.  
  1345. ; Starting Cash Multiplier by Difficulty Level; use this to adjust the starting cash for each country start
  1346. FundingBalance=1.5 ; Normal
  1347. FundingBalance=1.25 ; Classic
  1348. FundingBalance=1 ; Brutal
  1349. FundingBalance=0.75 ; Impossible
  1350.  
  1351. ; Initial Cash Amounts: DO NOT REORDER
  1352. FundingAmounts=400 ; 0fc USA
  1353. FundingAmounts=400 ; 1fc Russia
  1354. FundingAmounts=400 ; 2fc China
  1355. FundingAmounts=400 ; 3fc UK
  1356. FundingAmounts=400 ; 4fc Germany
  1357. FundingAmounts=400 ; 5fc France
  1358. FundingAmounts=400 ; 6fc Japan
  1359. FundingAmounts=400 ; 7fc India
  1360. FundingAmounts=400 ; 8fc Australia
  1361. FundingAmounts=0 ; 9f Italy
  1362. FundingAmounts=0 ; 10f South Korea
  1363. FundingAmounts=0 ; 11f Turkey
  1364. FundingAmounts=0 ; 12 Indonesia
  1365. FundingAmounts=0 ; 13f Spain
  1366. FundingAmounts=0 ; 14 Pakistan
  1367. FundingAmounts=400 ; 15fc Canada
  1368. FundingAmounts=0 ; 16 Iran
  1369. FundingAmounts=0 ; 17f Israel
  1370. FundingAmounts=400 ; 18fc Egypt
  1371. FundingAmounts=400 ; 19fc Brazil
  1372. FundingAmounts=400 ; 20fc Argentina
  1373. FundingAmounts=400 ; 21fc Mexico
  1374. FundingAmounts=400 ; 22fc South Africa
  1375. FundingAmounts=0 ; 23f Poland
  1376. FundingAmounts=0 ; 24f Ukraine
  1377. FundingAmounts=400 ; 25fc Nigeria
  1378. FundingAmounts=0 ; 26 Venezuela
  1379. FundingAmounts=0 ; 27f Greece
  1380. FundingAmounts=0 ; 28f Colombia
  1381. FundingAmounts=0 ; 29 Portugal
  1382. FundingAmounts=0 ; 30f Sweden
  1383. FundingAmounts=0 ; 31f Ireland
  1384. FundingAmounts=0 ; 32f Scotland
  1385. FundingAmounts=0 ; 33f Norway
  1386. FundingAmounts=0 ; 34f Netherlands
  1387. FundingAmounts=0 ; 35f Belgium
  1388.  
  1389. ; Starter, Country and Continent bonuses
  1390.  
  1391. ; Bonus Amount by Difficulty Level; use this to adjust all amounts of bonus granted (for those bonuses with numeric values) -- min value of 1; Probably shouldn't change; will alter foundry and item enums and brake those bonuses
  1392. FundingBalance=1 ; Normal
  1393. FundingBalance=1 ; Classic
  1394. FundingBalance=1 ; Brutal
  1395. FundingBalance=1 ; Impossible
  1396.  
  1397. ;Note a single country can map to multiple bonuses, and multiple countries can map to the same bonus
  1398. ;eItem : 0=starting bonus, 1=country bonus, 2=continent bonus
  1399. ;iCash : for countries, starting bonus index -- (if eItem=0);
  1400. ;iElerium : country ID (e.g. 0=USA, 1=Russia) -- -1 for continent bonuses -- see country funding amounts above for country IDs
  1401. ;iAlloys : continent ID (0=North America, 1=South America, 2=Europe, 3=Asia, 4=Africa)
  1402. ;iTime : bonus ID == This is the internal code that activates the bonus. Do not change!
  1403. ;iEng : bonus value (e.g. 10 might be +10% grey market sell price); set to 1 if granting a one-time bonus
  1404.  
  1405. ; Continent bonuses
  1406. ; Bonus Type Starter Index Country ID Continent ID BonusID Bonus Value
  1407. ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=0, iTime=2, iEng=25); Air Superiority (% reduction in aerospace costs)
  1408. ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=1, iTime=3, iEng=30); Power to the People (% reduction in power facility costs)
  1409. ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=3, iTime=4, iEng=25); New Warfare (% reduction in foundry project costs)
  1410. ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=4, iTime=5, iEng=30); Architects of the Future (% reduction in lab and workshop cost)
  1411. ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=2, iTime=6, iEng=20); Wealth of Nations (% bonus in monthly satellite-based funding)
  1412. ; Starting Bonuses
  1413. ItemBalance_Classic=(eItem=0, iCash=0, iElerium=20, iAlloys=1, iTime=21, iEng=5); Patriae Semper Vigilis (# Will bonus on soldier creation)
  1414. ItemBalance_Classic=(eItem=0, iCash=1, iElerium=8, iAlloys=3, iTime=10, iEng=5); Per Ardua Ad Astra (# General ability point bonus on soldier creation)
  1415. ItemBalance_Classic=(eItem=0, iCash=2, iElerium=19, iAlloys=1, iTime=35, iEng=1); Jungle Scouts (Grants +1 small slot for early armors)
  1416. ItemBalance_Classic=(eItem=0, iCash=3, iElerium=19, iAlloys=1, iTime=54, iEng=15); Expertise (additive % bonus to research credit bonuses)
  1417. ItemBalance_Classic=(eItem=0, iCash=4, iElerium=19, iAlloys=1, iTime=41, iEng=1); On Our Own (Nothing / Brazil)
  1418. ItemBalance_Classic=(eItem=0, iCash=5, iElerium=15, iAlloys=0, iTime=20, iEng=1); Advanced Preparations (Grants starting lab and workshop)
  1419. ItemBalance_Classic=(eItem=0, iCash=6, iElerium=2, iAlloys=3, iTime=30, iEng=1); Wei Renmin Fuwu (Grants starting workshop and repair bay )
  1420. ItemBalance_Classic=(eItem=0, iCash=7, iElerium=2, iAlloys=3, iTime=47, iEng=100); Xenological Remedies (% bonus for gray market corpse sales)
  1421. ItemBalance_Classic=(eItem=0, iCash=8, iElerium=2, iAlloys=3, iTime=31, iEng=50); Deus Ex (% reduction in cash/time/meld cost to genemod soldiers)
  1422. ItemBalance_Classic=(eItem=0, iCash=9, iElerium=18, iAlloys=4, iTime=7, iEng=50); Gift of Osiris (Reduction in fatigue penalty for officers, psis and genemods)
  1423. ItemBalance_Classic=(eItem=0, iCash=10, iElerium=18, iAlloys=4, iTime=28, iEng=5); For the Sake of Glory (Grants Advanced Repair foundry project)
  1424. ItemBalance_Classic=(eItem=0, iCash=11, iElerium=5, iAlloys=2, iTime=16, iEng=40); Quai d'Orsay (% reduction in intel roll cost, % reduction in time between council requests and % defense bonus from fulfilled requests)
  1425. ItemBalance_Classic=(eItem=0, iCash=12, iElerium=5, iAlloys=2, iTime=36, iEng=20); Foreign Legion (# bonus soldiers at start)
  1426. ItemBalance_Classic=(eItem=0, iCash=13, iElerium=4, iAlloys=2, iTime=17, iEng=1); Skunkworks (Grants Starting foundry)
  1427. ItemBalance_Classic=(eItem=0, iCash=14, iElerium=4, iAlloys=2, iTime=12, iEng=33); Baumeister (% Reduction in facility build time)
  1428. ItemBalance_Classic=(eItem=0, iCash=15, iElerium=4, iAlloys=2, iTime=52, iEng=50); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
  1429. ItemBalance_Classic=(eItem=0, iCash=16, iElerium=4, iAlloys=2, iTime=41, iEng=1); On Our Own (Nothing / Germany)
  1430. ItemBalance_Classic=(eItem=0, iCash=17, iElerium=7, iAlloys=3, iTime=11, iEng=33); Jai Jawan (2 bonus interceptors + elerium afterburners foundry project)
  1431. ItemBalance_Classic=(eItem=0, iCash=18, iElerium=6, iAlloys=3, iTime=13, iEng=3); Ring of Fire (# bonus steam vents)
  1432. ItemBalance_Classic=(eItem=0, iCash=19, iElerium=6, iAlloys=3, iTime=25, iEng=10); Ghost in the Machine (# aim bonus for all SHIVs; also 2 free SHIVS)
  1433. ItemBalance_Classic=(eItem=0, iCash=20, iElerium=6, iAlloys=3, iTime=32, iEng=7); Kiryu-Kai Commander (Grants soldier of rank # in random class)
  1434. ItemBalance_Classic=(eItem=0, iCash=21, iElerium=6, iAlloys=3, iTime=48, iEng=5); Robotics (# bonus aim for new SHIVs and MECs)
  1435. ItemBalance_Classic=(eItem=0, iCash=22, iElerium=6, iAlloys=3, iTime=41, iEng=1); On Our Own (Nothing / Japan)
  1436. ItemBalance_Classic=(eItem=0, iCash=23, iElerium=21, iAlloys=0, iTime=18, iEng=500); Wealthy Benefactor (# bonus in starting cash)
  1437. ItemBalance_Classic=(eItem=0, iCash=24, iElerium=21, iAlloys=0, iTime=23, iEng=209); Ancient Artifact (# enum of free item at game start)
  1438. ItemBalance_Classic=(eItem=0, iCash=25, iElerium=21, iAlloys=0, iTime=55, iEng=20); Legacy of Uxmal (additive % increase in psionic training chance)
  1439. ItemBalance_Classic=(eItem=0, iCash=26, iElerium=25, iAlloys=4, iTime=8, iEng=1); Pax Nigerina (# Mobility bonus on soldier creation)
  1440. ItemBalance_Classic=(eItem=0, iCash=27, iElerium=25, iAlloys=4, iTime=43, iEng=50); The Old Path (% reduction in Psionic training time)
  1441. ItemBalance_Classic=(eItem=0, iCash=28, iElerium=25, iAlloys=4, iTime=41, iEng=1); On Our Own (Nothing / Nigeria)
  1442. ItemBalance_Classic=(eItem=0, iCash=29, iElerium=1, iAlloys=2, iTime=14, iEng=31); Sukhoi Company (Grants Improved Avionics (Foundry project #) foundry project)
  1443. ItemBalance_Classic=(eItem=0, iCash=30, iElerium=1, iAlloys=2, iTime=29, iEng=50); Roscosmos (% reduction in satellite build cost; 2nd small radar)
  1444. ItemBalance_Classic=(eItem=0, iCash=31, iElerium=22, iAlloys=4, iTime=9, iEng=19); Resourceful (Grants Alien Metallurgy (Foundry project #) and Advanced Salvage foundry project)
  1445. ItemBalance_Classic=(eItem=0, iCash=32, iElerium=22, iAlloys=4, iTime=27, iEng=1); Survival Training (# HP bonus on soldier creation)
  1446. ItemBalance_Classic=(eItem=0, iCash=33, iElerium=3, iAlloys=2, iTime=15, iEng=3); Special Air Service (# Aim bonus on soldier creation)
  1447. ItemBalance_Classic=(eItem=0, iCash=34, iElerium=3, iAlloys=2, iTime=26, iEng=28); Their Finest Hour (Grants Penetrator Weapons (Foundry project #) foundry project)
  1448. ItemBalance_Classic=(eItem=0, iCash=35, iElerium=3, iAlloys=2, iTime=50, iEng=33); Cadre (% reduction in total ranks for officer upgrades)
  1449. ItemBalance_Classic=(eItem=0, iCash=36, iElerium=0, iAlloys=0, iTime=19, iEng=90); Special Warfare School (% reduction in OTS project cash cost)
  1450. ItemBalance_Classic=(eItem=0, iCash=37, iElerium=0, iAlloys=0, iTime=24, iEng=50); Cheyenne Mountain (% reduction in excavation cost; 3 free elevators in base)
  1451. ItemBalance_Classic=(eItem=0, iCash=38, iElerium=0, iAlloys=0, iTime=57, iEng=75); We Have Ways (% reduction in time to complete autopsies and interrogations)
  1452. ItemBalance_Classic=(eItem=0, iCash=39, iElerium=0, iAlloys=0, iTime=41, iEng=1); On Our Own (Nothing / USA)
  1453. ;ItemBalance_Classic=(eItem=0, iCash=100, iElerium=0, iAlloys=0, iTime=100, iEng=1); Roll the Dice (Placeholder, not coded)
  1454.  
  1455. ; Coded continent bonuses (uncomment to make available)
  1456. ; ItemBalance_Classic=(eItem=0, iCash=40, iElerium=7, iAlloys=3, iTime=33, iEng=1); Research Focus (2 Free Labs)
  1457. ; ItemBalance_Classic=(eItem=0, iCash=41, iElerium=2, iAlloys=3, iTime=34, iEng=1); Assembly Line (2 Free Workshops)
  1458. ; ItemBalance_Classic=(eItem=0, iCash=42, iElerium=19, iAlloys=1, iTime=22, iEng=24); Jungle Scouts (alt - Grants Tactical Rigging)
  1459.  
  1460. ; Country Bonuses (Comment all out to play without country bonuses)
  1461. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=18, iAlloys=4, iTime=42, iEng=25); Call to Arms (% reduction in Genemod fatigue; note will not stack with Gift of Osiris if moved to another country)
  1462. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=25, iAlloys=4, iTime=43, iEng=20); The Old Path (% reduction in Psionic training time)
  1463. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=22, iAlloys=4, iTime=44, iEng=2); 1st Recce (# bonus defense for new scout-sniper soldiers)
  1464. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=8, iAlloys=3, iTime=45, iEng=2); Army of the Southern Cross (# bonus aim for new weapons soldiers)
  1465. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=7, iAlloys=3, iTime=46, iEng=5); Jai Vidwan (% bonus for lab adjacencies)
  1466. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=2, iAlloys=3, iTime=47, iEng=34); Xenological Remedies (% bonus for gray market corpse sales)
  1467. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=6, iAlloys=3, iTime=48, iEng=2); Robotics (# bonus aim for new SHIVs and MECs)
  1468. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=1, iAlloys=2, iTime=49, iEng=1); Spetznaz (# bonus hp for new tactical soldiers)
  1469. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=3, iAlloys=2, iTime=50, iEng=15); Cadre (% reduction in total ranks for officer upgrades)
  1470. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=5, iAlloys=2, iTime=51, iEng=20); Cyberware (% reduction in meld cost for MEC primary and secondary weapons)
  1471. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=4, iAlloys=2, iTime=52, iEng=15); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
  1472. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=20, iAlloys=1, iTime=53, iEng=20); Bounties (% cash bonus from abductions)
  1473. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=19, iAlloys=1, iTime=54, iEng=10); Expertise (additive % bonus to research credit bonuses)
  1474. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=21, iAlloys=0, iTime=55, iEng=10); Legacy of Uxmal (additive % increase in psionic training chance)
  1475. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=15, iAlloys=0, iTime=56, iEng=2); Task Force Arrowhead (# bonus will for new support soldiers)
  1476. ItemBalance_Classic=(eItem=1, iCash=0, iElerium=0, iAlloys=0, iTime=57, iEng=25); We Have Ways (% reduction in time to complete autopsies and interrogations)
  1477. ; ItemBalance_Classic=(eItem=1, iCash=0, iElerium=2, iAlloys=3, iTime=38, iEng=15); Eager to Serve ($ reduction in cost to recruit a soldier) (Uncomment to make available; will double up China's bonus unless XR is commented out)
  1478. ; ItemBalance_Classic=(eItem=1, iCash=0, iElerium=0, iAlloys=0, iTime=58, iEng=10); Independence Day (# bonus panic reduction when any country liberated from alien control) Uncomment to make available; will double up USA bonus unless WHW is commented out)
  1479.  
  1480. ; Monthly personnel rewards for each country -- defined once for all difficulties
  1481. ContBalance_Easy[0]=(eCont=0, iEngineers1=0, iScientists1=1) ;United States
  1482. ContBalance_Easy[1]=(eCont=1, iEngineers1=0, iScientists1=1) ;Russia
  1483. ContBalance_Easy[2]=(eCont=2, iEngineers1=1, iScientists1=0) ;China
  1484. ContBalance_Easy[3]=(eCont=3, iEngineers1=0, iScientists1=1) ;United Kingdom
  1485. ContBalance_Easy[4]=(eCont=4, iEngineers1=1, iScientists1=0) ;Germany
  1486. ContBalance_Easy[5]=(eCont=5, iEngineers1=0, iScientists1=1) ;France
  1487. ContBalance_Easy[6]=(eCont=6, iEngineers1=0, iScientists1=1) ;Japan
  1488. ContBalance_Easy[7]=(eCont=7, iEngineers1=1, iScientists1=0) ;India
  1489. ContBalance_Easy[8]=(eCont=8, iEngineers1=1, iScientists1=0) ;Australia
  1490. ContBalance_Easy[9]=(eCont=9) ;
  1491. ContBalance_Easy[10]=(eCont=10) ;
  1492. ContBalance_Easy[11]=(eCont=11) ;
  1493. ContBalance_Easy[12]=(eCont=12) ;
  1494. ContBalance_Easy[13]=(eCont=13) ;
  1495. ContBalance_Easy[14]=(eCont=14) ;
  1496. ContBalance_Easy[15]=(eCont=15, iEngineers1=0, iScientists1=1) ;Canada
  1497. ContBalance_Easy[16]=(eCont=16) ;
  1498. ContBalance_Easy[17]=(eCont=17) ;
  1499. ContBalance_Easy[18]=(eCont=18, iEngineers1=1, iScientists1=0) ;Egypt
  1500. ContBalance_Easy[19]=(eCont=19, iEngineers1=0, iScientists1=1) ;Brazil
  1501. ContBalance_Easy[20]=(eCont=20, iEngineers1=1, iScientists1=0) ;Argentina
  1502. ContBalance_Easy[21]=(eCont=21, iEngineers1=1, iScientists1=0) ;Mexico
  1503. ContBalance_Easy[22]=(eCont=22, iEngineers1=0, iScientists1=1) ;South Africa
  1504. ContBalance_Easy[23]=(eCont=23) ;
  1505. ContBalance_Easy[24]=(eCont=24) ;
  1506. ContBalance_Easy[25]=(eCont=25, iEngineers1=0, iScientists1=1) ;Nigeria
  1507. ContBalance_Easy[26]=(eCont=26) ;
  1508. ContBalance_Easy[27]=(eCont=27) ;
  1509. ContBalance_Easy[28]=(eCont=28) ;
  1510. ContBalance_Easy[29]=(eCont=29) ;
  1511. ContBalance_Easy[30]=(eCont=30) ;
  1512. ContBalance_Easy[31]=(eCont=31) ;
  1513. ContBalance_Easy[32]=(eCont=32) ;
  1514. ContBalance_Easy[33]=(eCont=33) ;
  1515. ContBalance_Easy[34]=(eCont=34) ;
  1516. ContBalance_Easy[35]=(eCont=35) ;
  1517.  
  1518. ; Loot and Rewards
  1519. ABDUCTION_REWARD_CASH=100 ; Cash for a "heavy" mission; light, moderate and swarming missions have hardcoded multipliers
  1520. ; Resources from alien corpses / wrecks: The values are all 10 times of the actual awarded value to allow for decimals
  1521. ;=xxyy, where xx is "alternate" unit type, and yy is "primary" unit type
  1522. ; For DRONE, "alternate" = Seeker, "primary" = Drone
  1523. ; For HFLOATER, "alternate" = Floater, "primary" = Heavy Floater
  1524. ; Elerium Loot
  1525. CYBERDISC_ELERIUM=40 ; 4
  1526. HFLOATER_ELERIUM=1020 ; Floater = 1, H. Floater = 2
  1527. DRONE_ELERIUM=1010 ; Seeker = 1, Drone = 1
  1528. SECTOPOD_ELERIUM=100 ; 10
  1529. MECHTOID_ELERIUM=40 ; 4
  1530. CYBERDISC_ALLOYS=40 ; 4
  1531. HFLOATER_ALLOYS=1020 ; Floater = 1, H. Floater = 2
  1532. DRONE_ALLOYS=2010 ; Seeker = 2.0, Drone = 1.0
  1533. SECTOPOD_ALLOYS=10 ; 5
  1534. MECHTOID_ALLOYS=6 ; 3
  1535. MECHTOID_MELD=20 ; 2
  1536. HFLOATER_MELD=205 ; Floater = 0.2, H. Floater = 0.5
  1537. CB_FUNDING_BONUS=5 ; Exalt Elite Meld = 0.5
  1538. CB_FUTURECOMBAT_BONUS=1 ; All other alien / EXALT units = 0.1 MELD
  1539. COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1.0f ; Multiplier for output of Meld Cans on all difficulties
  1540. ; Total Fragments from alien weapons after mission multiplied by these numbers
  1541. FragmentBalance=0.13 ; Normal
  1542. FragmentBalance=0.13 ; Classic
  1543. FragmentBalance=0.10 ; Brutal
  1544. FragmentBalance=0.10 ; Impossible
  1545. ; Base UFO Alloys multiplied by these numbers
  1546. ALLOY_UFO_BALANCE=1.2f ; Normal
  1547. ALLOY_UFO_BALANCE=1.1f ; Classic
  1548. ALLOY_UFO_BALANCE=1 ; Brutal
  1549. ALLOY_UFO_BALANCE=1 ; Impossible
  1550. UFO_ELERIUM_PER_POWER_SOURCE=30 ; Normal
  1551. UFO_ELERIUM_PER_POWER_SOURCE=30 ; Classic
  1552. UFO_ELERIUM_PER_POWER_SOURCE=30 ; Brutal
  1553. UFO_ELERIUM_PER_POWER_SOURCE=30 ; Impossible
  1554. ; Base alloys provided by each UFO class. Hardcoded to increase by 20% when corresponding UFO analysis tech is finished
  1555. UFOAlloys=38 ; Scouts and Fighters
  1556. UFOAlloys=52 ; Raiders and Destroyers
  1557. UFOAlloys=66 ; Harvesters and Abductors
  1558. UFOAlloys=80 ; Transports and Terror Ships
  1559. UFOAlloys=90 ; Battleships and Assault Carriers
  1560. UFOAlloys=90 ; Overseer
  1561. MIN_WRECKED_ALLOYS=0.3f ; Crashed UFO will have at least this much % of UFOAlloys
  1562. MAX_WRECKED_ALLOYS=0.45f ; Crashed UFO will have at most this much unless EMP used
  1563. MAX_LOST_WRECKED_ELERIUM=1 ; Crashed UFO will have lost at most this much
  1564. MIN_LOST_WRECKED_ELERIUM=0.7f ; Crashed UFO will have lost at least this much
  1565. EXALT_LOOT1=10 ; Amount of EXALT loot (art, item 222) you get when defeating exalt HQ
  1566. ;% Chance to recover intact when UFO crashes unless EMP used
  1567. UFO_PS_SURVIVE=20 ; Power Supply
  1568. UFO_NAV_SURVIVE=25 ; Nav Computer
  1569. UFO_STASIS_SURVIVE=30 ; Stasis Capsule
  1570. UFO_SURGERY_SURVIVE=30 ; Alien Surgery
  1571. UFO_FOOD_SURVIVE=50 ; Alien Food
  1572. ;% EMP Cannon BONUS Chance to recover intact loot and % of alloys recovered when UFO crashes because of an EMP-armed aircraft
  1573. SW_ELERIUM_HALFLIFE=20.0f
  1574. ;% Alien Strategic AI resource numbers
  1575. ; Base alien resource gain from harvest mission (+ rand(5))
  1576. UFOAlloys=10 ; Scout Harvest
  1577. UFOAlloys=17 ; Raider Harvest
  1578. UFOAlloys=27 ; Harvester Harvest
  1579. UFOAlloys=37 ; Transport Harvest
  1580. ; Resource value of each UFO (alien loss when shot down)
  1581. UFOAlloys=5 ; Scout Resource value
  1582. UFOAlloys=12 ; Destroyer Resource value
  1583. UFOAlloys=18 ; Abductor Resource value
  1584. UFOAlloys=24 ; Transport Resource value
  1585. UFOAlloys=40 ; Battleship Resource value
  1586. UFOAlloys=25 ; Overseer Resource value
  1587. UFOAlloys=6 ; Fighter Resource value
  1588. UFOAlloys=10 ; Raider Resource value
  1589. UFOAlloys=15 ; Harvester Resource value
  1590. UFOAlloys=25 ; Terror Ship Resource value
  1591. UFOAlloys=35 ; Assault Carrier Resource value
  1592. ; HARDCODED LOOT NOTES
  1593. ; Scout/Fighter: 1 PS, 2 NAV
  1594. ; Raider/Destroyer: 2 PS, 4 NAV
  1595. ; Abductor/Harvester: 2 PS, 4 NAV, 6 Stasis, 2 Surgery
  1596. ; Transport/Terror Ship: 4 PS, 4 NAV, 10 Food, 8 Stasis, 2 Surgery
  1597. ; Battleship/Assault Carrier: 4 PS, 6 NAV, 2 Fusion Cores
  1598. ; Overseer: 4 PS, 4 NAV
  1599.  
  1600. ; Headquarters Values
  1601. ; Research/Laboratories
  1602. NUM_STARTING_SCIENTISTS=10
  1603. LAB_MINIMUM=10
  1604. LAB_MULTIPLE=10
  1605. LAB_BONUS=0.2
  1606. LAB_ADJACENCY_BONUS=0.1
  1607. ; Engineering/Workshops
  1608. NUM_STARTING_ENGINEERS=10
  1609. WORKSHOP_MINIMUM=10
  1610. WORKSHOP_MULTIPLE=10
  1611. WORKSHOP_REBATE_PCT=10 ; Value is the alloy/elerium rebate for the first workshop, with additional workshops the bonus scales asympotically to 50%
  1612. WORKSHOP_ENG_BONUS=10 ; Value is the cash reduction for first workshop, with additional workshops the bonus scales asymptotically to 50%
  1613. ABDUCTION_REWARD_ENG=0.03f ; Scaling factor for time-to-complete item/foundry projects ... rate of time-decrease at optimal engineers
  1614. ; Repair Bay
  1615. CB_AIRANDSPACE_BONUS=1 ; Set to zero to remove any chance of any items ever going to repair bay, will also override "Wear and Tear" SW option. Repair Bay will only be needed to augment soldiers.
  1616. CB_EXPERT_BONUS=80 ; % of normal build time an item repair takes (also goes down with engineers and Adv Repair foundry project)
  1617. SW_RARE_PSI=20.0f ; SECOND WAVE: Wear and Tear: % Chance an item is damaged after a mission regardless of soldier injury (items carried by injured soldiers will still make a separate roll)
  1618. ; Power plant numbers must be synchronized with power in facilities entries
  1619. POWER_NORMAL = 8 ; Fission Plant
  1620. POWER_THERMAL = 25 ; Thermal Plant
  1621. POWER_ELERIUM = 35 ; Elerium Plant
  1622. POWER_ADJACENCY_BONUS=3 ; Bonus power from two adjacent power plants of any type
  1623. NUM_STARTING_STEAM_VENTS=2 ; No longer randomized in Long War; this is exactly how many you get
  1624. ; Hangar
  1625. INTERCEPTOR_REPAIR_HOURS=90 ; Hours to repair an interceptor with 100% damage. Setting this below 75 reportedly induces buggy behavior. If you play with this anyway, and get the 0-days-to-repair bug, set to 700+ until the bugs go away.
  1626. INTERCEPTOR_REARM_HOURS=80 ; Hours to add any alien-technology-based weapon
  1627. INTERCEPTOR_TRANSFER_TIME=18 ; Hours to send interceptor to another continent
  1628. BASE_SKYRANGER_MAINTENANCE=20 ; $$ per month
  1629. ; Initial Squad Size. Capped at 12 regardless of upgrades. Changing this will only affect new campaigns.
  1630. SKYRANGER_CAPACITY = 6
  1631. ; Satellite management
  1632. UPLINK_MULTIPLE=10 ; Engineers per Uplink
  1633. NEXUS_MULTIPLE=20 ; Engineers per Nexus
  1634. UPLINK_CAPACITY = 1 ; Satellites per uplink
  1635. UPLINK_ADJACENCY_BONUS = 1
  1636. NEXUS_CAPACITY = 2 ; Satellites per Nexus
  1637. ; Dimnishing Returns SW Option
  1638. SW_SATELLITE_INCREASE=1.155f ; results in 10x cost for 16th satellite
  1639. ; Base Building Values
  1640. BASE_EXCAVATE_CASH_COST = 10 ; Level 1
  1641. BASE_REMOVE_CASH_COST = 5
  1642. BASE_EXCAVATE_DAYS = 5
  1643. BASE_REMOVAL_DAYS = 0
  1644.  
  1645. ; Alien Strategic AI
  1646. AI_TERRORIZE_MOST_PANICKED = 75 ; Chance the aliens will hit the highest-panicked adjacent country on several mission types
  1647. ; Mission Timers: All numbers are in half-hours
  1648. UFO_CRASH_TIMER = 72 ; 36 hours
  1649. TERROR_TIMER = 48 ; 24 hours
  1650. UFO_LANDED_TIMER = 30 ; 15 hours
  1651. ABDUCTION_TIMER = 16 ; 8 hours, also used for council missions
  1652. ; Council mission scheduling
  1653. COUNCIL_DAY=17
  1654. COUNCIL_RAND_DAYS=10
  1655. ; Satellite hunting
  1656. UFO_FIND_STEALTH_SAT=0.30
  1657. UFO_FIND_SAT=0.60
  1658. UFO_SECOND_PASS_FIND_STEALTH_SAT=0.50
  1659. UFO_SECOND_PASS_FIND_SAT=0.90
  1660. ; UFO hunting
  1661. UFO_INTERCEPTION_PCT=4 ; Each interceptor has this % chance of detecting a UFO in any country on the continent it is stationed on with no satellite present; doubled with foundry project
  1662. ; Initial panic values: These are total panic points randomly distributed around the world at campaign start. Each country has 100 panic. No country can start with more than 90. This can have a large impact on new campaigns.
  1663. STARTING_PANIC_EASY=200 ; Normal
  1664. STARTING_PANIC_NORMAL=400 ; Classic
  1665. STARTING_PANIC_HARD=600 ; Brutal
  1666. STARTING_PANIC_CLASSIC=800 ; Impossible
  1667. UFO_ENTERTAINMENT_SURVIVE=3 ; Initial Panic "Chunks." Set low for evenly dispersed initial panic; high for greater variation between countries. Do not set below 1 or above 14!
  1668. ; Mission panic values
  1669. EARLY_UFO_CHANCE = 8 ; This is the panic increase for an unfettered air raid mission (Note ignored UFO penalty will be added as well); if UFO is attacked, this is reduced proportionally to UFO damage
  1670. PANIC_TERROR_CONTINENT=20 ; Continental Panic when terror mission fails
  1671. PANIC_TERROR_COUNTRY=2 ; Country Panic per civilian killed in a terror mission: UFO_LIMIT (below) is the ADDED continental panic increase per civilian killed
  1672. UFO_LIMIT=1 ; This is the panic Increase for the continent for every civilian killed during a terror mission (also applied to country in which mission took place)
  1673. PANIC_UFO_SHOOTDOWN=-2
  1674. PANIC_UFO_ASSAULT=-2
  1675. PANIC_SAT_DESTROYED_CONTINENT=5
  1676. PANIC_SAT_DESTROYED_COUNTRY=25
  1677. PANIC_SAT_ADDED_COUNTRY=-10
  1678. PANIC_SAT_ADDED_CONTINENT=0
  1679. PANIC_ALIENBASE_CONQUERED=-5 ; Continental panic drop when base defeated
  1680. PANIC_ALIENBASE_CONQUERED_CLASSIC_AND_IMPOSSIBLE=-20 ; Country Panic drop when base defeated
  1681. PANIC_EXALT_RAIDED=-5 ; Worldwide Drop after Exalt HQ defeated
  1682. PANIC_EXALT_RAIDED_CLASSIC_AND_IMPOSSIBLE=-5 ; Worldwide Drop
  1683. PANIC_UFO_IGNORED=2 ; Panic increase for any UFO mission when it is not attacked; if UFO is attacked, this is reduced proportionally to UFO damage
  1684. PANIC_UFO_ESCAPED=2 ; Panic increase for any failed raid on a landed UFO
  1685. PANIC_ABDUCTION_COUNTRY_EASY=25
  1686. PANIC_ABDUCTION_COUNTRY_NORMAL=25
  1687. PANIC_ABDUCTION_COUNTRY_HARD=25
  1688. PANIC_ABDUCTION_COUNTRY_CLASSIC=25
  1689. PANIC_ABDUCTION_CONTINENT_EASY=0
  1690. PANIC_ABDUCTION_CONTINENT_NORMAL=20
  1691. PANIC_ABDUCTION_CONTINENT_HARD=20
  1692. PANIC_ABDUCTION_CONTINENT_CLASSIC=20
  1693. PANIC_ABDUCTION_THWARTED_CONTINENT=0
  1694. PANIC_ABDUCTION_THWARTED_COUNTRY=-2
  1695.  
  1696. ; Country defection values
  1697. PANIC_DEFECT_THRESHHOLD_EASY=95 ; Normal; Minimum Panic level to face defection roll at the end of the month
  1698. PANIC_DEFECT_THRESHHOLD_NORMAL=95 ; Classic
  1699. PANIC_DEFECT_THRESHHOLD_HARD=95 ; Brutal
  1700. PANIC_DEFECT_THRESHHOLD_CLASSIC=95 ; Impossible
  1701. PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=95
  1702. PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=95
  1703. PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=95
  1704. PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=95
  1705. PANIC_DEFECTIONS_PER_MONTH_EASY=16 ; Countries you can lose per month
  1706. PANIC_DEFECTIONS_PER_MONTH_NORMAL=16
  1707. PANIC_DEFECTIONS_PER_MONTH_HARD=16
  1708. PANIC_DEFECTIONS_PER_MONTH_CLASSIC=16
  1709. PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=1 ; Normal; % chance of leaving per panic point
  1710. PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=1 ; Classic
  1711. PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=1 ; Brutal
  1712. PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=1 ; Impossible
  1713. SAT_HELP_DEFECT=0.5 ; Normal; If country has satellite, this is chance of leaving council if at PANIC_DEFECT_THRESHOLD
  1714. SAT_HELP_DEFECT=0.5 ; Classic
  1715. SAT_HELP_DEFECT=0.5 ; Brutal
  1716. SAT_HELP_DEFECT=0.5 ; Impossible
  1717. SAT_NEARBY_HELP_DEFECT=0.9 ; Normal; Else If continent has one or more satellite, this is chance of leaving counicl if at PANIC_DEFECT_THRESHOLD
  1718. SAT_NEARBY_HELP_DEFECT=0.9
  1719. SAT_NEARBY_HELP_DEFECT=0.9
  1720. SAT_NEARBY_HELP_DEFECT=0.9
  1721. SAT_PANIC_REDUCTION_PER_MONTH=5 ; Normal; If a country has a satellite, it will remove this much panic once a month, but the chance of this happening is PANIC_X_REDUCTION_CHANCE
  1722. SAT_PANIC_REDUCTION_PER_MONTH=5
  1723. SAT_PANIC_REDUCTION_PER_MONTH=5
  1724. SAT_PANIC_REDUCTION_PER_MONTH=5
  1725. PANIC_5_REDUCTION_CHANCE=50 ; Normal % chance of satellite-based reduction if panic >= 95
  1726. PANIC_5_REDUCTION_CHANCE=50 ; Classic
  1727. PANIC_5_REDUCTION_CHANCE=50 ; Brutal
  1728. PANIC_5_REDUCTION_CHANCE=50 ; Impossible
  1729. PANIC_4_REDUCTION_CHANCE=10 ; Normal; else % chance of reduction if panic >= 80
  1730. PANIC_4_REDUCTION_CHANCE=10
  1731. PANIC_4_REDUCTION_CHANCE=10
  1732. PANIC_4_REDUCTION_CHANCE=10
  1733. PANIC_LOW_REDUCTION_CHANCE=0 ; % chance of reduction if panic < 80
  1734. PANIC_LOW_REDUCTION_CHANCE=0
  1735. PANIC_LOW_REDUCTION_CHANCE=0
  1736. PANIC_LOW_REDUCTION_CHANCE=0
  1737. ; Dynamic War SW Option
  1738. ; SW_MARATHON is the master variable governing mission density and frequency, resource acquisition, XP and some costs in Dynamic War.
  1739. ; If increased to 1, everything will be at roughly normal LW levels, but the alien mission AI works differently, so it will be a different campaign.
  1740. ; Going above 1 is fine if you want a campaign even longer than the default when when DW is turned off.
  1741. SW_MARATHON=0.5f
  1742. ; SW_ELERIUM_LOSS governs variance in mission timing in Dynamic War.
  1743. ; Higher numbers mean missions of each type will tend to occur on a more regular, "clockwork" basis based on alien supply and aggro.
  1744. ; Lower numbers mean more clumping of missions and longer dry spells for each mission type.
  1745. ; Minimum setting is 1. Maximum setting is 227 divided by (/) SW_Marathon.
  1746. ; Recommended range is 20 to 100 for campaigns where SW_Marathon is significantly < 1.
  1747. ; For campaigns around 1, lower numbers (even 1) are fine.
  1748. ; Technically this is the number of "passes" required to fire a mission rolling against a die of x sides that is rolled every 30 minutes in game time, where 10000/SW_Elerium_Loss = x.
  1749. SW_ELERIUM_LOSS=40
  1750.  
  1751. ; Second Wave
  1752. ENABLE_SECOND_WAVE = 1
  1753.  
  1754. ; Top down view
  1755. ;
  1756. ; B
  1757. ; \
  1758. ; \
  1759. ; A-----^
  1760. ; T
  1761. ;
  1762. ; T is a target with cover in the direction of '^'.
  1763. ; A is a shooter with the maximum aiming angle aim bonus
  1764. ; B is a shooter with the minimum aiming angle aim bonus
  1765. ; The aiming angle bonus increases linearly in the angle range between A and B
  1766. SW_AIMING_ANGLE_THRESHOLD=30.0f ; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90; Vanilla default is 45
  1767. SW_AIMING_ANGLE_MINBONUS=5 ; Shooter B's aiming angle bonus is SW_AIMING_ANGLE_MINBONUS
  1768. SW_AIMING_ANGLE_MAXBONUS=-5 ; Shooter A's aiming angle bonus is [T's Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]
  1769.  
  1770. ; Spares, reserved for future use
  1771. ; Ints
  1772.  
  1773.  
  1774. ; Items -- All difficulties
  1775.  
  1776. ; Armors
  1777. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=57, iHPBonus=1, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=3 ); Tac Vest
  1778. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorKevlar, iHPBonus=2, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=1 ); Tac Armor
  1779. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=159, iHPBonus=3, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=2 ); Phalanx Armor
  1780. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorCarapace, iHPBonus=5, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=1 ); Carapace Armor
  1781. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=182, iHPBonus=2, iDefenseBonus=4, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=3 ); Kestrel Armor
  1782. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=160, iHPBonus=7, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=2 ); Aegis Armor
  1783. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=58, iHPBonus=3, iDefenseBonus=12, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=4 ); Banshee Armor
  1784. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorSkeleton, iHPBonus=6, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=3 ); Corsair Armor
  1785. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_PoisonImmunity, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorTitan, iHPBonus=12, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=0 ); Titan Armor
  1786. Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_AirEvade, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=67, iHPBonus=5, iDefenseBonus=8, iFlightFuel=6, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=3 ); Seraph Armor
  1787. Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_PoisonImmunity, Properties[1]=eAP_AirEvade, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_ArmorArchangel, iHPBonus=8, iDefenseBonus=0, iFlightFuel=6, iWillBonus=0, iLargeItems=1, iSmallItems=2, iMobilityBonus=1 ); Archangel Armor
  1788. Armors=( ABILITIES[0]=eAbility_Ghost, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorGhost, iHPBonus=4, iDefenseBonus=16, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=1, iMobilityBonus=2 ); Shadow Armor
  1789. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Psi, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=68, iHPBonus=4, iDefenseBonus=8, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=2, iMobilityBonus=2 ); Aurora Armor
  1790. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Psi, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorPsi, iHPBonus=8, iDefenseBonus=0, iFlightFuel=0, iWillBonus=20, iLargeItems=1, iSmallItems=2, iMobilityBonus=2 ); Vortex Armor
  1791.  
  1792. ;SHIVs
  1793. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_SHIVDeck_I, iHPBonus=2, iDefenseBonus=12, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=3, iMobilityBonus=3 )
  1794. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_SHIVDeck_II, iHPBonus=4, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=3, iMobilityBonus=2 )
  1795. Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=eAP_AirEvade,Properties[3]=0, strName="", iType=eItem_SHIVDeck_III, iHPBonus=2, iDefenseBonus=16, iFlightFuel=8, iWillBonus=0, iLargeItems=0, iSmallItems=3, iMobilityBonus=6 )
  1796.  
  1797. ;covert ops
  1798. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorCovertOps, iHPBonus=0, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=2, iMobilityBonus=5 )
  1799.  
  1800. ; mec armors
  1801. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=0, Properties[2]=0, Properties[3]=0,strName="", iType=eItem_MecCivvies, iHPBonus=0, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=0, iMobilityBonus=0 ); civvie armor
  1802.  
  1803. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor1, iHPBonus=8, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=2, iSmallItems=2, iMobilityBonus=3 ) MEC-1 Paladin
  1804. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor2, iHPBonus=12, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=3, iSmallItems=2, iMobilityBonus=4 ) MEC-2 Defender
  1805. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=145, iHPBonus=10, iDefenseBonus=12, iFlightFuel=0, iWillBonus=0, iLargeItems=3, iSmallItems=2, iMobilityBonus=6 ) MEC-3 Valiant
  1806. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor3, iHPBonus=20, iDefenseBonus=12, iFlightFuel=0, iWillBonus=5, iLargeItems=4, iSmallItems=3, iMobilityBonus=5 ) MEC-4 Dauntless
  1807. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=148, iHPBonus=24, iDefenseBonus=8, iFlightFuel=0, iWillBonus=5, iLargeItems=3, iSmallItems=3, iMobilityBonus=2 ) MEC-5 Devastator
  1808. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=191, iHPBonus=12, iDefenseBonus=20, iFlightFuel=0, iWillBonus=5, iLargeItems=3, iSmallItems=3, iMobilityBonus=9 ) MEC-6 Vanguard
  1809. Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=210, iHPBonus=16, iDefenseBonus=16, iFlightFuel=0, iWillBonus=5, iLargeItems=4, iSmallItems=3, iMobilityBonus=8 ) MEC-7 Vindicator
  1810.  
  1811. ; Weapons: iSuppression value holds ammo, format xxyy, where xx is shots WITH ammo conservation; yy is shots WITHOUT ammo conservation
  1812. ; Class Limitations:
  1813. ; eWP_AnyClass: Any of the 8 fully human subclasses plus rookies, not MECs or SHIVs
  1814. ; eWP_Support: Gunner
  1815. ; eWP_Heavy: Rocketeer
  1816. ; eWP_Sniper: Sniper. This affects weapon performance, so only use on sniper rifles and small items.
  1817. ; eWP_Assault: Assault. This affects weapon performance, so only use on shotguns and small items.
  1818. ; eWP_Overheats: Scout
  1819. ; eWP_UnlimitedAmmo: Engineer. This also grants unlimited ammo if used on a weapon that pays attention to the iSuppression variable.
  1820. ; eWP_Rifle: Infantry, Engineer, Medic, Assault, Scout
  1821. ; eWP_Mec: MEC. Can stack with eWP_Integrated and any of the human limitations.
  1822. ; eWP_Integrated: SHIV. Can stack with eWP_Mec and any of the human limitations.
  1823. ; eWP_Psionic: Psionic. Must also included a property opening it up to a regular class, such eWP_AnyClass, or it will be unequippable.
  1824.  
  1825. Weapons=( strName="", iType=eItem_Pistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Pistol
  1826. Weapons=( strName="", iType=eItem_ExaltAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Assault Rifle
  1827. Weapons=( strName="", iType=eItem_ExaltLMG, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SAW
  1828. Weapons=( strName="", iType=eItem_ExaltSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Sniper Rifle
  1829. Weapons=( strName="", iType=eItem_Shotgun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Shotgun
  1830. Weapons=( strName="", iType=eItem_Chaingun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=60, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Minigun
  1831. Weapons=( strName="", iType=eItem_ExaltRocketLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=7, iEnvironmentDamage=500, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Rocket Launcher
  1832. Weapons=( strName="", iType=eItem_ShivMinigun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SHIV Autocannon
  1833. Weapons=( strName="", iType=32, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=8, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Assault Carbine
  1834. Weapons=( strName="", iType=226, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Marksman's Rifle
  1835. Weapons=( strName="", iType=231, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SMG
  1836. Weapons=( strName="", iType=236, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Machine Pistol
  1837. Weapons=( strName="", iType=241, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Battle Rifle
  1838. Weapons=( strName="", iType=246, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); LMG
  1839. Weapons=( strName="", iType=254, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=eWP_Pistol, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=5, iRange=3, iReactionRange=4, iReactionAngle=360, iRadius=0, iCritical=4, iOffenseBonus=-12,iSuppression=101, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Sawed-off Shotgun
  1840.  
  1841. Weapons=( strName="", iType=eItem_LaserPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=15, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Laser Pistol
  1842. Weapons=( strName="", iType=eItem_ExaltLaserAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Rifle
  1843. Weapons=( strName="", iType=eItem_ExaltHeavyLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Autolaser
  1844. Weapons=( strName="", iType=eItem_ExaltLaserSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle
  1845. Weapons=( strName="", iType=eItem_LaserAssaultGun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=45, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser
  1846. Weapons=( strName="", iType=251, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=12, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Carbine
  1847. Weapons=( strName="", iType=149, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=35, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Laser
  1848. Weapons=( strName="", iType=eItem_Railgun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Laser Lance
  1849. Weapons=( strName="", iType=227, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle
  1850. Weapons=( strName="", iType=232, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=15, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Shatterray
  1851. Weapons=( strName="", iType=237, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=15, iRange=30, iReactionRange=14, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-2, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Heater
  1852. Weapons=( strName="", iType=242, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=35, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-6, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Laser Rifle
  1853. Weapons=( strName="", iType=247, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gatling Laser
  1854. Weapons=( strName="", iType=253, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Sniper, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=0, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=10, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Arc Rifle
  1855.  
  1856. Weapons=( strName="", iType=eItem_AssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Rifle
  1857. Weapons=( strName="", iType=eItem_LMG, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=907, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Autorifle
  1858. Weapons=( strName="", iType=eItem_SniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=85, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=201, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Long Rifle
  1859. Weapons=( strName="", iType=eItem_AlloyCannon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=20, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Alloy Cannon
  1860. Weapons=( strName="", iType=186, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125,iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Railgun
  1861. Weapons=( strName="", iType=eItem_RocketLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=9, iEnvironmentDamage=625,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Recoilless Rifle
  1862. Weapons=( strName="", iType=eItem_ShivSentry, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SHIV Sentry Gun
  1863. Weapons=( strName="", iType=53, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Carbine
  1864. Weapons=( strName="", iType=228, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Alloy Strike Rifle
  1865. Weapons=( strName="", iType=233, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Stuttergun
  1866. Weapons=( strName="", iType=238, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=403, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Gauss AutoPistol
  1867. Weapons=( strName="", iType=243, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Gauss Rifle
  1868. Weapons=( strName="", iType=248, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=30, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=1009, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Machine Gun
  1869.  
  1870. Weapons=( strName="", iType=eItem_LaserAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Rifle
  1871. Weapons=( strName="", iType=eItem_HeavyLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=50, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Autoblaster
  1872. Weapons=( strName="", iType=eItem_LaserSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=35, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=28, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Sniper Rifle
  1873. Weapons=( strName="", iType=eItem_ShivLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=65, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Pulser
  1874. Weapons=( strName="", iType=252, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=7, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Carbine
  1875. Weapons=( strName="", iType=1, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=60, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=24, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Blaster
  1876. Weapons=( strName="", iType=190, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=80, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Pulse Lance
  1877. Weapons=( strName="", iType=229, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=55, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Blaster Rifle
  1878. Weapons=( strName="", iType=234, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Stengun
  1879. Weapons=( strName="", iType=239, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Blaster
  1880. Weapons=( strName="", iType=244, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=55, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Pulse Rifle
  1881. Weapons=( strName="", iType=249, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=60, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gatling Pulser
  1882.  
  1883. Weapons=( strName="", iType=eItem_PlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Pistol
  1884. Weapons=( strName="", iType=eItem_PlasmaLightRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Carbine
  1885. Weapons=( strName="", iType=eItem_PlasmaAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Rifle
  1886. Weapons=( strName="", iType=eItem_PlasmaSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Sniper
  1887. Weapons=( strName="", iType=eItem_HeavyPlasma, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=50, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Novagun
  1888. Weapons=( strName="", iType=eItem_ParticleBeam, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=125,iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Particle Beam
  1889. Weapons=( strName="", iType=eItem_BlasterLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=12, iEnvironmentDamage=750,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Blaster Launcher
  1890. Weapons=( strName="", iType=eItem_ShivPlasma, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=125,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Plasma
  1891. Weapons=( strName="", iType=99, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=50, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Reflex Cannon
  1892. Weapons=( strName="", iType=230, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Reflex Rifle
  1893. Weapons=( strName="", iType=235, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Stormgun
  1894. Weapons=( strName="", iType=240, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Mauler
  1895. Weapons=( strName="", iType=245, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Plasma Rifle
  1896. Weapons=( strName="", iType=250, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=65, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Dragon
  1897.  
  1898. ;Mec Large Items
  1899. Weapons=( strName="", iType=eItem_MecFlameThrower, ABILITIES[0]=eAbility_MEC_Flamethrower, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1900. Weapons=( strName="", iType=eItem_MecKineticArm, ABILITIES[0]=eAbility_MEC_KineticStrike, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=12, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1901. Weapons=( strName="", iType=eItem_MecProximityMineLauncher, ABILITIES[0]=eAbility_MEC_ProximityMine, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=125, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1902. Weapons=( strName="", iType=eItem_MecElectroPulse, ABILITIES[0]=eAbility_MEC_ElectroPulse, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=6, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1903. Weapons=( strName="", iType=eItem_MecGrenadeLauncher, ABILITIES[0]=eAbility_MEC_GrenadeLauncher, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=125, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=384, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1904. Weapons=( strName="", iType=eItem_MecRestorativeMist, ABILITIES[0]=eAbility_MEC_RestorativeMist, ABILITIES[1]=eAbility_MEC_RestorativeMistHealing, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=300, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1905.  
  1906. ;Grenades
  1907. Weapons=( strName="", iType=eItem_FragGrenade, ABILITIES[0]=eAbility_FragGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=99, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); HE Grenade
  1908. Weapons=( strName="", iType=eItem_NeedleGrenade, ABILITIES[0]=eAbility_NeedleGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); AP Grenade
  1909. Weapons=( strName="", iType=eItem_FlashBang, ABILITIES[0]=eAbility_FlashBang, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1910. Weapons=( strName="", iType=eItem_SmokeGrenade, ABILITIES[0]=eAbility_SmokeGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1911. Weapons=( strName="", iType=eItem_BattleScanner, ABILITIES[0]=eAbility_BattleScanner, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=225, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1912. Weapons=( strName="", iType=eItem_AlienGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1913. Weapons=( strName="", iType=eItem_MimicBeacon, ABILITIES[0]=eAbility_MimicBeacon, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Psionic, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=1728, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-10 ); Mimic Beacon
  1914. Weapons=( strName="", iType=eItem_GasGrenade, ABILITIES[0]=eAbility_GasGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=45, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1915. Weapons=( strName="", iType=eItem_GhostGrenade, ABILITIES[0]=eAbility_GhostGrenade, ABILITIES[1]=eAbility_GhostGrenadeStealth, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Psionic, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Anyclass, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-10 ); Ghost Grenade
  1916. Weapons=( strName="", iType=eItem_PsiGrenade, ABILITIES[0]=eAbility_Flashbang, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Psionic, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Anyclass, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=384, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-2 ); Psi Grenade
  1917.  
  1918. ;Soldier small items
  1919. ; Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1920. Weapons=( strName="", iType=eItem_Medikit, ABILITIES[0]=eAbility_MedikitHeal, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1921. Weapons=( strName="", iType=eItem_CombatStims, ABILITIES[0]=eAbility_CombatStim, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_Backpack, Properties[3]=eWP_Encumber, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1922. Weapons=( strName="", iType=eItem_Grapple, ABILITIES[0]=eAbility_Grapple, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1923. Weapons=( strName="", iType=eItem_ChitinPlating, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=3, iWillBonus=0 )
  1924. Weapons=( strName="", iType=eItem_ReinforcedArmor, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=2, iWillBonus=0 )
  1925. Weapons=( strName="", iType=eItem_MindShield, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_Psionic, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=25 )
  1926. Weapons=( strName="", iType=eItem_RespiratorImplant, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Secondary, Properties[1]=eWP_AnyClass, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1927. Weapons=( strName="", iType=eItem_ReaperRounds, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  1928. Weapons=( strName="", iType=34, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Overheats, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Marksman's Scope
  1929. Weapons=( strName="", iType=77, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Heavy, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Rocket
  1930. Weapons=( strName="", iType=89, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Heavy, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Shredder Rocket
  1931. Weapons=( strName="", iType=94, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Overheats, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Chameleon Suit
  1932. Weapons=( strName="", iType=95, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Ceramic Plates
  1933. Weapons=( strName="", iType=196, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Sniper, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=6, iOffenseBonus=6, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Bipod
  1934. Weapons=( strName="", iType=197, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Breaching Ammo
  1935. Weapons=( strName="", iType=200, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Impact Vest
  1936. Weapons=( strName="", iType=202, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Walker Servos
  1937. Weapons=( strName="", iType=203, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Psionic, Properties[2]=eWP_Encumber, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=12, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-12 ); Neural Gunlink
  1938. Weapons=( strName="", iType=204, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=eWP_UnlimitedAmmo,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Shredder Ammo
  1939. Weapons=( strName="", iType=205, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Psionic, Properties[2]=eWP_Encumber, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-12 ); Psi Screen
  1940. Weapons=( strName="", iType=209, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=12, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Illuminator Gunsight
  1941. Weapons=( strName="", iType=220, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Reinforced Armor
  1942. Weapons=( strName="", iType=224, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Psionic, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=10 ); Neuroregulator
  1943.  
  1944. ;Pistol slot arc thrower mod substitute line; comment out eItem_ArcThrower line above and uncomment this one to activate it
  1945. Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=eWP_Pistol,iDamage=0,iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 );
  1946.  
  1947. ; Mec small items
  1948. Weapons=( strName="", iType=129, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); The Thumper
  1949. Weapons=( strName="", iType=201, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Tactical Sensors
  1950. Weapons=( strName="", iType=211, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Incinerator
  1951.  
  1952. ; Shiv small items
  1953. Weapons=( strName="", iType=107, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); HEAT Ammo
  1954. Weapons=( strName="", iType=123, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Counterfire Pods
  1955. Weapons=( strName="", iType=124, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Smartshell Pods
  1956. Weapons=( strName="", iType=128, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Weapon Supercoolers
  1957. Weapons=( strName="", iType=130, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); AutoSentry Turret
  1958. Weapons=( strName="", iType=131, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Adaptive Tracking Pods
  1959. Weapons=( strName="", iType=132, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=2, iWillBonus=0 ); Core Armoring
  1960. Weapons=( strName="", iType=133, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Damage Control Pod
  1961. Weapons=( strName="", iType=199, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Advanced Suppression Module
  1962. Weapons=( strName="", iType=221, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Elerium Turbos
  1963.  
  1964. ;Mec / SHIV dual use items
  1965. Weapons=( strName="", iType=90, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=8, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Battle Computer
  1966. Weapons=( strName="", iType=108, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Holo-Targeter
  1967. Weapons=( strName="", iType=189, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Carbide Plating
  1968.  
  1969. ; Human / SHIV item
  1970. Weapons=( strName="", iType=178, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Fuel Cell
  1971.  
  1972. ; Human / MEC items
  1973. Weapons=( strName="", iType=98, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alien Trophy
  1974. Weapons=( strName="", iType=223, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Mec, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=5 ); Cognitive Enhancer
  1975.  
  1976. ; Human / SHIV / MEC treble use items
  1977. Weapons=( strName="", iType=eItem_TargetingModule, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=8, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); SCOPE
  1978. Weapons=( strName="", iType=31, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Jacketed Rounds
  1979. Weapons=( strName="", iType=40, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Enhanced Beam Optics
  1980. Weapons=( strName="", iType=48, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Stellerator
  1981. Weapons=( strName="", iType=79, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Laser Sight
  1982. Weapons=( strName="", iType=80, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Hi Cap Mags
  1983. Weapons=( strName="", iType=198, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_UnlimitedAmmo, Properties[2]=eWP_Encumber, Properties[3]=eWP_Support, Properties[4]=eWP_Integrated, Properties[5]=eWP_Mec, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Armor Piercing Ammo
  1984. Weapons=( strName="", iType=219, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Targeting Module
  1985. Weapons=( strName="", iType=225, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_AnyClass, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Flak Ammo
  1986.  
  1987. ;Alien Items
  1988. Weapons=( strName="", iType=eItem_SeekerPlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) Seeker Plasma
  1989. Weapons=( strName="", iType=eItem_SectoidPlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=303, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) Sectoid Plasma
  1990. Weapons=( strName="", iType=eItem_OutsiderWeapon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Outsider LPR
  1991. Weapons=( strName="", iType=eItem_PlasmaLightRifle_ThinMan, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Thin Man LPR
  1992. Weapons=( strName="", iType=eItem_PlasmaLightRifle_Floater, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Floater LPR
  1993. Weapons=( strName="", iType=eItem_PlasmaLightRifle_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Muton LPR
  1994. Weapons=( strName="", iType=eItem_PlasmaAssaultRifle_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Muton PR
  1995. Weapons=( strName="", iType=eItem_HeavyPlasma_Floater, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Heavy, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Floater PR
  1996. Weapons=( strName="", iType=eItem_HeavyPlasma_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Heavy, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=50, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Elite Muton Hvy Plasma
  1997. Weapons=( strName="", iType=eItem_MechtoidPlasmaCannon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=125, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=808, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Mectoid Plasma Cannon
  1998. Weapons=( strName="", iType=eItem_SectopodChestCannon, ABILITIES[0]=eAbility_CannonFire, ABILITIES[1]=eAbility_DestroyTerrain, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=801, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=175, iCritical=8, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  1999. Weapons=( strName="", iType=eItem_SectopodCannon, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_NoReload, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=175, iCritical=0, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  2000. Weapons=( strName="", iType=eItem_SectopodClusterBomb, ABILITIES[0]=eAbility_ClusterBomb, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=250, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=144, iCritical=8, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2001. Weapons=( strName="", iType=eItem_DroneBeam, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Repair, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=2, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2002. Weapons=( strName="", iType=eItem_CyberdiscWeapon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_DeathBlossom, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Cyberdisc Cannon
  2003. Weapons=( strName="", iType=eItem_MutonGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2004. Weapons=( strName="", iType=eItem_CyberdiscGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2005. Weapons=( strName="", iType=eItem_FloaterGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2006. Weapons=( strName="", iType=eItem_PsiAmp, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=400, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2007. Weapons=( strName="", iType=eItem_ElderWeapon, ABILITIES[0]=eAbility_PsiLance, ABILITIES[1]=eAbility_PsiReflect, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_NoReload, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=0, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
  2008. Weapons=( strName="", iType=eItem_ChryssalidClaw, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=25, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2009. Weapons=( strName="", iType=eItem_SeekerTentacles, ABILITIES[0]=eAbility_Strangle, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_CantReact, Properties[3]=eWP_Melee, Properties[4]=eWP_NoReload, Properties[5]=0, iDamage=3, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2010. Weapons=( strName="", iType=eItem_ZombieFist, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2011. Weapons=( strName="", iType=eItem_MutonBlade, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=125, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=33, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2012. Weapons=( strName="", iType=eItem_Plague, ABILITIES[0]=eAbility_Plague, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=45, iRange=25, iReactionRange=25, iReactionAngle=200, iRadius=144, iCritical=0, iOffenseBonus=0, iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
  2013.  
  2014. ; No idea whether these do anything
  2015. PerkWeapons=(ePerk=ePerk_SmokeBomb,eWeapon=eItem_SmokeGrenade)
  2016. PerkWeapons=(ePerk=ePerk_BattleScanner,eWeapon=eItem_BattleScanner)
  2017. PerkWeapons=(ePerk=ePerk_FieldMedic,eWeapon=eItem_Medikit)
  2018.  
  2019. ; Item Balance Factors
  2020. ITEM_TIME_BALANCE=1 ; Multiplier for all item iTime values. Floats are allowed in these entries.
  2021. ITEM_CREDIT_BALANCE=1 ; Multiplier for all item iCash values.
  2022. ITEM_ELERIUM_BALANCE=1 ; Multiplier for all item iElerium values.
  2023. ITEM_ALLOY_BALANCE=1 ; Multiplier for all item iAlloy values.
  2024. ITEM_MELD_BALANCE=1 ; Multiplier for all item Meld values. This may do nothing.
  2025.  
  2026. ; Additional Item Stats and construction costs
  2027. ; meld cost is above 4th and additional digits in iElerium
  2028. ; perk granted is above 4th and additional digits in Alloys
  2029.  
  2030. ; extra weapon and armor stat configuration (in BalanceMods_Classic entries)
  2031. ; eType -- item ID (only numbers, eItem enum does not)
  2032. ; iDamage -- flight fuel, works only for weapons/items
  2033. ; iCritHit -- model size adjustment in three dimensions, xxxyyyzzz, where xxx is barrel direction, in % of baseline, so 110100100 is 10% longer gun. Only works on PRIMARY weapons.
  2034. ; iAim -- aim, works only for armors
  2035. ; iDefense -- defense, works only for weapons and items
  2036. ; iHP -- damage reduction, works for weapons/armor/items xx = x.x DR, so 5= 0.5
  2037. ; iMobility -- mobility, works only for weapons/items
  2038. ; iWill -- regeneration, works for weapons/armor/items; requires regeneration perk to be applied elsewhere (which provides a base +2 regen)
  2039.  
  2040. ; Gear
  2041. ; Line 1 (ItemBalance_Normal) Cost MELD/ELERIUM PERK/ALLOYS Time Engineers
  2042. ; Line 2 (BalanceMods_Classic) Flight Fuel Model Resize Aim Defense DR Mobility Regeneration
  2043.  
  2044.  
  2045. ; Grenades
  2046. ; HE Grenade
  2047. ItemBalance_Normal=(eItem=eItem_FragGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2048. BalanceMods_Classic=(eType=81, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2049.  
  2050. ; Smoke Grenade
  2051. ItemBalance_Normal=(eItem=eItem_SmokeGrenade, iCash=-1, iElerium=0, iAlloys=44000, iTime=-1, iEng=-1)
  2052. BalanceMods_Classic=(eType=82, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2053.  
  2054. ; Flashbang
  2055. ItemBalance_Normal=(eItem=eItem_FlashBang, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2056. BalanceMods_Classic=(eType=83, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2057.  
  2058. ; Alien Grenade
  2059. ItemBalance_Normal=(eItem=eItem_AlienGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=0, iEng=-1);
  2060. BalanceMods_Classic=(eType=84, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2061.  
  2062. ; Shadow Device
  2063. ItemBalance_Normal=(eItem=eItem_GhostGrenade, iCash=100, iElerium=20030, iAlloys=10, iTime=14, iEng=60)
  2064. BalanceMods_Classic=(eType=85, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2065.  
  2066. ; Chem Grenade
  2067. ItemBalance_Normal=(eItem=eItem_GasGrenade, iCash=120, iElerium=0, iAlloys=4, iTime=10, iEng=40)
  2068. BalanceMods_Classic=(eType=86, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2069.  
  2070. ; AP Grenade
  2071. ItemBalance_Normal=(eItem=eItem_NeedleGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2072. BalanceMods_Classic=(eType=87, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2073.  
  2074. ; Mimic Beacon
  2075. ItemBalance_Normal=(eItem=eItem_MimicBeacon, iCash=150, iElerium=12024, iAlloys=2, iTime=14, iEng=75)
  2076. BalanceMods_Classic=(eType=88, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2077.  
  2078. ; Psi Grenade
  2079. ItemBalance_Normal=(eItem=eItem_PsiGrenade, iCash=50, iElerium=1002, iAlloys=2, iTime=7, iEng=25)
  2080. BalanceMods_Classic=(eType=96, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2081.  
  2082. ; Battlescanner
  2083. ItemBalance_Normal=(eItem=eItem_BattleScanner, iCash=-1, iElerium=0, iAlloys=8000, iTime=-1, iEng=-1)
  2084. BalanceMods_Classic=(eType=97, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2085.  
  2086. ; Armor
  2087. ; Tac Vest
  2088. ItemBalance_Normal=(eItem=57, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2089. BalanceMods_Classic=(eType=57, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2090.  
  2091. ; Tac Armor
  2092. ItemBalance_Normal=(eItem=eItem_ArmorKevlar, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2093. BalanceMods_Classic=(eType=59, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2094.  
  2095. ; Phalanx Armor
  2096. ItemBalance_Normal=(eItem=159, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15)
  2097. BalanceMods_Classic=(eType=159, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2098.  
  2099. ; Carapace Armor
  2100. Itembalance_Normal=(eItem=eItem_ArmorCarapace, iCash=80, iElerium=0, iAlloys=18, iTime=10, iEng=25)
  2101. BalanceMods_Classic=(eType=60, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2102.  
  2103. ; Kestrel Armor
  2104. ItemBalance_Normal=(eItem=182, iCash=50, iElerium=0, iAlloys=8, iTime=10, iEng=22)
  2105. BalanceMods_Classic=(eType=182, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2106.  
  2107. ; Banshee Armor
  2108. ItemBalance_Normal=(eItem=58, iCash=140, iElerium=16, iAlloys=36, iTime=14, iEng=40)
  2109. BalanceMods_Classic=(eType=58, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2110.  
  2111. ; Aegis Armor
  2112. ItemBalance_Normal=(eItem=160, iCash=140, iElerium=12, iAlloys=36, iTime=14, iEng=35)
  2113. BalanceMods_Classic=(eType=160, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2114.  
  2115. ; Corsair Armor
  2116. Itembalance_Normal=(eItem=eItem_ArmorSkeleton, iCash=300, iElerium=36, iAlloys=60, iTime=14, iEng=65)
  2117. BalanceMods_Classic=(eType=61, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2118.  
  2119. ; Titan Armor
  2120. Itembalance_Normal=(eItem=eItem_ArmorTitan, iCash=300, iElerium=30, iAlloys=134060, iTime=14, iEng=65)
  2121. BalanceMods_Classic=(eType=62, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0);
  2122.  
  2123. ; Seraphim Armor
  2124. ItemBalance_Normal=(eItem=67, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=65)
  2125. BalanceMods_Classic=(eType=67, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2126.  
  2127. ; Archangel Armor
  2128. Itembalance_Normal=(eItem=eItem_ArmorArchAngel, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=75); hardcoded to require Titan Suit
  2129. BalanceMods_Classic=(eType=63, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0);
  2130.  
  2131. ; Shadow Armor
  2132. Itembalance_Normal=(eItem=eItem_ArmorGhost, iCash=500, iElerium=25070, iAlloys=60, iTime=14, iEng=90)
  2133. BalanceMods_Classic=(eType=64, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2134.  
  2135. ; Aurora Armor
  2136. ItemBalance_Normal=(eItem=68, iCash=125, iElerium=25, iAlloys=25, iTime=10, iEng=25)
  2137. BalanceMods_Classic=(eType=68, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2138.  
  2139. ; Vortex Armor
  2140. Itembalance_Normal=(eItem=eItem_ArmorPsi, iCash=1000, iElerium=100, iAlloys=80, iTime=14, iEng=100)
  2141. BalanceMods_Classic=(eType=65, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2142.  
  2143. ;Ballistic Weapons
  2144. ; Assault Rifle
  2145. Itembalance_Normal=(eItem=eItem_ExaltAssaultRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2146. BalanceMods_Classic=(eType=212, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2147.  
  2148. ; Sniper Rifle
  2149. Itembalance_Normal=(eItem=eItem_ExaltSniperRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2150. BalanceMods_Classic=(eType=213, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2151.  
  2152. ; SAW
  2153. Itembalance_Normal=(eItem=eItem_ExaltLMG, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2154. BalanceMods_Classic=(eType=214, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2155.  
  2156. ; Shotgun
  2157. Itembalance_Normal=(eItem=eItem_Shotgun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2158. BalanceMods_Classic=(eType=4, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2159.  
  2160. ; Rocket Launcher
  2161. Itembalance_Normal=(eItem=eItem_ExaltRocketLauncher, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2162. BalanceMods_Classic=(eType=218, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2163.  
  2164. ; Pistol
  2165. ItemBalance_Normal=(eItem=eItem_Pistol, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2166. BalanceMods_Classic=(eType=2, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2167.  
  2168. ; Autocannon
  2169. ItemBalance_Normal=(eItem=eItem_SHIVMinigun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2170. BalanceMods_Classic=(eType=109, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2171.  
  2172. ; Minigun
  2173. ItemBalance_Normal=(eItem=eItem_Chaingun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
  2174. BalanceMods_Classic=(eType=28, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2175.  
  2176. ; Assault Carbine
  2177. Itembalance_Normal=(eItem=32, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2178. BalanceMods_Classic=(eType=32, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
  2179.  
  2180. ; Marksman's Rifle
  2181. Itembalance_Normal=(eItem=226, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2182. BalanceMods_Classic=(eType=226, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2183.  
  2184. ; SMG
  2185. Itembalance_Normal=(eItem=231, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2186. BalanceMods_Classic=(eType=231, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
  2187.  
  2188. ; Sawed-off Shotgun
  2189. Itembalance_Normal=(eItem=254, iCash=0, iElerium=0, iAlloys=0, iTime=1, iEng=1)
  2190. BalanceMods_Classic=(eType=254, iDamage=0, iCritHit=65100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2191.  
  2192. ; Machine Pistol
  2193. Itembalance_Normal=(eItem=236, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2194. BalanceMods_Classic=(eType=236, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2195.  
  2196. ; Battle Rifle
  2197. Itembalance_Normal=(eItem=241, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2198. BalanceMods_Classic=(eType=241, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2199.  
  2200. ; LMG
  2201. Itembalance_Normal=(eItem=246, iCash=-1, iElerium=0, iAlloys=3000, iTime=-1, iEng=-1)
  2202. BalanceMods_Classic=(eType=246, iDamage=0, iCritHit=125105105, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2203.  
  2204. ; Beam Lasers
  2205. ; Laser Pistol
  2206. Itembalance_Normal=(eItem=eItem_LaserPistol, iCash=30, iElerium=0, iAlloys=4, iTime=10, iEng=15)
  2207. BalanceMods_Classic=(eType=8, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2208.  
  2209. ; Scatter Laser
  2210. Itembalance_Normal=(eItem=eItem_LaserAssaultGun, iCash=50, iElerium=0, iAlloys=6, iTime=14, iEng=18);
  2211. BalanceMods_Classic=(eType=10, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2212.  
  2213. ; Laser Rifle
  2214. Itembalance_Normal=(eItem=eItem_ExaltLaserAssaultRifle, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=15)
  2215. BalanceMods_Classic=(eType=215, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2216.  
  2217. ; Laser Sniper Rifle
  2218. Itembalance_Normal=(eItem=eItem_ExaltLaserSniperRifle, iCash=50, iElerium=0, iAlloys=8, iTime=14, iEng=18)
  2219. BalanceMods_Classic=(eType=216, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2220.  
  2221. ; Autolaser
  2222. Itembalance_Normal=(eItem=eItem_ExaltHeavyLaser, iCash=60, iElerium=0, iAlloys=8, iTime=14, iEng=18)
  2223. BalanceMods_Classic=(eType=217, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2224.  
  2225. ; Laser Carbine
  2226. Itembalance_Normal=(eItem=251, iCash=35, iElerium=0, iAlloys=6, iTime=12, iEng=15)
  2227. BalanceMods_Classic=(eType=251, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
  2228.  
  2229. ; SHIV Superheavy Laser
  2230. ItemBalance_Normal=(eItem=149, iCash=75, iElerium=0, iAlloys=10, iTime=14, iEng=20)
  2231. BalanceMods_Classic=(eType=149, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2232.  
  2233. ; MEC Laser Lance
  2234. ItemBalance_Normal=(eItem=eItem_Railgun, iCash=75, iElerium=10000, iAlloys=10, iTime=14, iEng=20)
  2235. BalanceMods_Classic=(eType=29, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2236.  
  2237. ; Laser Strike Rifle
  2238. Itembalance_Normal=(eItem=227, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=18)
  2239. BalanceMods_Classic=(eType=227, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2240.  
  2241. ; Laser Shatterray
  2242. Itembalance_Normal=(eItem=232, iCash=30, iElerium=0, iAlloys=6, iTime=12, iEng=15)
  2243. BalanceMods_Classic=(eType=232, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
  2244.  
  2245. ; Heavy Laser Rifle
  2246. ItemBalance_Normal=(eItem=242, iCash=60, iElerium=0, iAlloys=8, iTime=12, iEng=20);
  2247. BalanceMods_Classic=(eType=242, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2248.  
  2249. ; Heater
  2250. ItemBalance_Normal=(eItem=237, iCash=25, iElerium=0, iAlloys=5, iTime=12, iEng=15);
  2251. BalanceMods_Classic=(eType=237, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2252.  
  2253. ; Gatling Laser
  2254. ItemBalance_Normal=(eItem=247, iCash=50, iElerium=0, iAlloys=3009, iTime=14, iEng=18);
  2255. BalanceMods_Classic=(eType=247, iDamage=0, iCritHit=120100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2256.  
  2257. ; Gauss Weaponry
  2258. ; Gauss Rifle
  2259. ItemBalance_Normal=(eItem=eItem_AssaultRifle, iCash=90, iElerium=4, iAlloys=24, iTime=14, iEng=35)
  2260. BalanceMods_Classic=(eType=3, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2261.  
  2262. ; Gauss Autorifle
  2263. ItemBalance_Normal=(eItem=eItem_LMG, iCash=100, iElerium=4, iAlloys=30, iTime=14, iEng=35)
  2264. BalanceMods_Classic=(eType=5, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2265.  
  2266. ; Gauss Long Rifle
  2267. ItemBalance_Normal=(eItem=eItem_SniperRifle, iCash=200, iElerium=10, iAlloys=90030, iTime=14, iEng=40); HEAT Ammo
  2268. BalanceMods_Classic=(eType=6, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2269.  
  2270. ; Sentry Gun
  2271. Itembalance_Normal=(eItem=eItem_SHIVSentry, iCash=100, iElerium=6, iAlloys=30, iTime=14, iEng=40)
  2272. BalanceMods_Classic=(eType=110, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2273.  
  2274. ; Rail Gun
  2275. ItemBalance_Normal=(eItem=186, iCash=120, iElerium=15006, iAlloys=50, iTime=14, iEng=45)
  2276. BalanceMods_Classic=(eType=186, iDamage=0, iCritHit=115100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2277.  
  2278. ; Recoilless Rifle
  2279. ItemBalance_Normal=(eItem=eItem_RocketLauncher, iCash=100, iElerium=6, iAlloys=50, iTime=14, iEng=45);
  2280. BalanceMods_Classic=(eType=7, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2281.  
  2282. ; Alloy Cannon
  2283. Itembalance_Normal=(eItem=eItem_AlloyCannon, iCash=130, iElerium=10, iAlloys=36, iTime=14, iEng=40);
  2284. BalanceMods_Classic=(eType=16, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2285.  
  2286. ; Gauss Carbine
  2287. ItemBalance_Normal=(eItem=53, iCash=80, iElerium=4, iAlloys=16, iTime=12, iEng=38)
  2288. BalanceMods_Classic=(eType=53, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
  2289.  
  2290. ; Alloy Strike Rifle
  2291. Itembalance_Normal=(eItem=228, iCash=110, iElerium=6, iAlloys=30, iTime=14, iEng=45)
  2292. BalanceMods_Classic=(eType=228, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2293.  
  2294. ; Gauss Stuttergun
  2295. Itembalance_Normal=(eItem=233, iCash=65, iElerium=2, iAlloys=12, iTime=12, iEng=35)
  2296. BalanceMods_Classic=(eType=233, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
  2297.  
  2298. ; Gauss Autopistol
  2299. ItemBalance_Normal=(eItem=238, iCash=40, iElerium=2, iAlloys=8, iTime=12, iEng=35);
  2300. BalanceMods_Classic=(eType=238, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2301.  
  2302. ; Heavy Gauss Rifle
  2303. ItemBalance_Normal=(eItem=243, iCash=140, iElerium=10, iAlloys=30, iTime=14, iEng=45);
  2304. BalanceMods_Classic=(eType=243, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2305.  
  2306. ; Gauss Machine Gun
  2307. ItemBalance_Normal=(eItem=248, iCash=140, iElerium=6, iAlloys=3032, iTime=14, iEng=45);
  2308. BalanceMods_Classic=(eType=248, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2309.  
  2310. ; Pulse Laser Weaponry
  2311. ; Pulse Rifle
  2312. Itembalance_Normal=(eItem=eItem_LaserAssaultRifle, iCash=200, iElerium=30, iAlloys=40, iTime=14, iEng=65)
  2313. BalanceMods_Classic=(eType=9, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2314.  
  2315. ; Pulse Sniper Rifle
  2316. Itembalance_Normal=(eItem=eItem_LaserSniperRifle, iCash=250, iElerium=40, iAlloys=50, iTime=14, iEng=65)
  2317. BalanceMods_Classic=(eType=12, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2318.  
  2319. ; Pulse Autolaser
  2320. Itembalance_Normal=(eItem=eItem_HeavyLaser, iCash=230, iElerium=40, iAlloys=60, iTime=14, iEng=65)
  2321. BalanceMods_Classic=(eType=11, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2322.  
  2323. ; Superheavy Pulser
  2324. Itembalance_Normal=(eItem=eItem_SHIVLaser, iCash=300, iElerium=50, iAlloys=70, iTime=14, iEng=65)
  2325. BalanceMods_Classic=(eType=111, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2326.  
  2327. ; Pulse Carbine
  2328. Itembalance_Normal=(eItem=252, iCash=180, iElerium=30, iAlloys=30, iTime=12, iEng=63)
  2329. BalanceMods_Classic=(eType=252, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
  2330.  
  2331. ; Scatter Blaster
  2332. Itembalance_Normal=(eItem=1, iCash=250, iElerium=40, iAlloys=40, iTime=14, iEng=65)
  2333. BalanceMods_Classic=(eType=1, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2334.  
  2335. ; Pulse Lance
  2336. Itembalance_Normal=(eItem=190, iCash=240, iElerium=30048, iAlloys=70, iTime=14, iEng=65)
  2337. BalanceMods_Classic=(eType=190, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2338.  
  2339. ; Blaster Rifle
  2340. Itembalance_Normal=(eItem=229, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67)
  2341. BalanceMods_Classic=(eType=229, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2342.  
  2343. ; Pulse Stengun
  2344. Itembalance_Normal=(eItem=234, iCash=120, iElerium=20, iAlloys=30, iTime=12, iEng=62)
  2345. BalanceMods_Classic=(eType=234, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
  2346.  
  2347. ; Blaster
  2348. ItemBalance_Normal=(eItem=239, iCash=80, iElerium=16, iAlloys=24, iTime=12, iEng=60);
  2349. BalanceMods_Classic=(eType=239, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2350.  
  2351. ; Gatling Pulser
  2352. ItemBalance_Normal=(eItem=249, iCash=215, iElerium=45, iAlloys=3070, iTime=14, iEng=70);
  2353. BalanceMods_Classic=(eType=249, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2354.  
  2355. ; Heavy Pulse Rifle
  2356. ItemBalance_Normal=(eItem=244, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67);
  2357. BalanceMods_Classic=(eType=244, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2358.  
  2359. ; Plasma Weaponry
  2360. ; Plasma Pistol
  2361. Itembalance_Normal=(eItem=eItem_PlasmaPistol, iCash=155, iElerium=1030, iAlloys=15, iTime=12, iEng=90)
  2362. BalanceMods_Classic=(eType=13, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2363.  
  2364. ; Plasma Carbine
  2365. Itembalance_Normal=(eItem=eItem_PlasmaLightRifle, iCash=250, iElerium=1040, iAlloys=50, iTime=12, iEng=90)
  2366. BalanceMods_Classic=(eType=14, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
  2367.  
  2368. ; Plasma Rifle
  2369. Itembalance_Normal=(eItem=eItem_PlasmaAssaultRifle, iCash=350, iElerium=2050, iAlloys=70, iTime=14, iEng=95)
  2370. BalanceMods_Classic=(eType=15, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2371.  
  2372. ; Plasma Novagun
  2373. Itembalance_Normal=(eItem=eItem_HeavyPlasma, iCash=450, iElerium=2060, iAlloys=80, iTime=20, iEng=98)
  2374. BalanceMods_Classic=(eType=17, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2375.  
  2376. ; Plasma Sniper Rifle
  2377. Itembalance_Normal=(eItem=eItem_PlasmaSniperRifle, iCash=450, iElerium=2070, iAlloys=80, iTime=18, iEng=105)
  2378. BalanceMods_Classic=(eType=18, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2379.  
  2380. ; Blaster Launcher
  2381. Itembalance_Normal=(eItem=eItem_BlasterLauncher, iCash=600, iElerium=2070, iAlloys=120, iTime=20, iEng=110);
  2382. BalanceMods_Classic=(eType=19, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2383.  
  2384. ; Superheavy Plasma
  2385. Itembalance_Normal=(eItem=eItem_SHIVPlasma, iCash=450, iElerium=3070, iAlloys=80, iTime=21, iEng=100)
  2386. BalanceMods_Classic=(eType=112, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2387.  
  2388. ; Particle Beam
  2389. ItemBalance_Normal=(eItem=eItem_ParticleBeam, iCash=450, iElerium=35080, iAlloys=80, iTime=21, iEng=105)
  2390. BalanceMods_Classic=(eType=30, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2391.  
  2392. ; Reflex Cannon
  2393. Itembalance_Normal=(eItem=99, iCash=450, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
  2394. BalanceMods_Classic=(eType=99, iDamage=0, iCritHit=115105105, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2395.  
  2396. ; Reflex Rifle
  2397. Itembalance_Normal=(eItem=230, iCash=400, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
  2398. BalanceMods_Classic=(eType=230, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2399.  
  2400. ; Plasma Stormgun
  2401. Itembalance_Normal=(eItem=235, iCash=200, iElerium=1040, iAlloys=60, iTime=12, iEng=90)
  2402. BalanceMods_Classic=(eType=235, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
  2403.  
  2404. ; Plasma Mauler
  2405. ItemBalance_Normal=(eItem=240, iCash=200, iElerium=1032, iAlloys=50, iTime=12, iEng=90);
  2406. BalanceMods_Classic=(eType=240, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2407.  
  2408. ; Heavy Plasma Rifle
  2409. ItemBalance_Normal=(eItem=245, iCash=350, iElerium=2050, iAlloys=70, iTime=18, iEng=105);
  2410. BalanceMods_Classic=(eType=245, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2411.  
  2412. ; Plasma Dragon
  2413. ItemBalance_Normal=(eItem=250, iCash=400, iElerium=2064, iAlloys=3080, iTime=20, iEng=105);
  2414. BalanceMods_Classic=(eType=250, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2415.  
  2416. ; Arc Rifle
  2417. ItemBalance_Normal=(eItem=253, iCash=60, iElerium=5, iAlloys=9005, iTime=10, iEng=25);
  2418. BalanceMods_Classic=(eType=253, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2419.  
  2420. ;SHIVs
  2421. Itembalance_Normal=(eItem=eItem_SHIV, iCash=60, iElerium=0, iAlloys=0, iTime=10, iEng=15)
  2422. Itembalance_Normal=(eItem=eItem_SHIV_Alloy, iCash=250, iElerium=0, iAlloys=100, iTime=15, iEng=35)
  2423. Itembalance_Normal=(eItem=eItem_SHIV_Hover, iCash=300, iElerium=40, iAlloys=80, iTime=14, iEng=65)
  2424.  
  2425. ItemBalance_Normal=(eItem=eItem_SHIVDeck_I, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2426. BalanceMods_Classic=(eType=113, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
  2427.  
  2428. ItemBalance_Normal=(eItem=eItem_SHIVDeck_II, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2429. BalanceMods_Classic=(eType=114, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
  2430.  
  2431. ItemBalance_Normal=(eItem=eItem_SHIVDeck_III, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2432. BalanceMods_Classic=(eType=115, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
  2433.  
  2434. ; SHIV Rebuild projects
  2435. ItemBalance_Normal=(eItem=206, iCash=20, iElerium=0, iAlloys=0, iTime=28, iEng=1); Basic SHIV
  2436. ItemBalance_Normal=(eItem=207, iCash=80, iElerium=0, iAlloys=36, iTime=75, iEng=20); Alloy SHIV
  2437. ItemBalance_Normal=(eItem=208, iCash=100, iElerium=20, iAlloys=30, iTime=70, iEng=30); Hover SHIV
  2438.  
  2439. ; SHIV Small items
  2440. ; HEAT Ammo Magazines
  2441. ItemBalance_Normal=(eItem=107, iCash=30, iElerium=0, iAlloys=90006, iTime=5, iEng=15); HEAT Ammo
  2442. BalanceMods_Classic=(eType=107, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2443.  
  2444. ; Counterfire Pods
  2445. ItemBalance_Normal=(eItem=123, iCash=70, iElerium=0, iAlloys=144000, iTime=10, iEng=40); Reactive Targeting Sensors
  2446. BalanceMods_Classic=(eType=123, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2447.  
  2448. ; Smartshell Pods
  2449. ItemBalance_Normal=(eItem=124, iCash=25, iElerium=0, iAlloys=37000, iTime=7, iEng=20); Flush
  2450. BalanceMods_Classic=(eType=124, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2451.  
  2452. ; Weapon Supercooler
  2453. ItemBalance_Normal=(eItem=128, iCash=120, iElerium=5, iAlloys=126010, iTime=10, iEng=55); Light 'Em Up
  2454. BalanceMods_Classic=(eType=128, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2455.  
  2456. ; AutoSentry Turret
  2457. ItemBalance_Normal=(eItem=130, iCash=60, iElerium=0, iAlloys=54008, iTime=10, iEng=35); Sentinel
  2458. BalanceMods_Classic=(eType=130, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2459.  
  2460. ; Adaptive Tracking Pods
  2461. ItemBalance_Normal=(eItem=131, iCash=40, iElerium=0, iAlloys=133000, iTime=7, iEng=20); Advanced Fire Control
  2462. BalanceMods_Classic=(eType=131, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2463.  
  2464. ; Core Armoring
  2465. ItemBalance_Normal=(eItem=132, iCash=30, iElerium=0, iAlloys=43010, iTime=7, iEng=15); Resilience
  2466. BalanceMods_Classic=(eType=132, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2467.  
  2468. ; Damage Control Pod
  2469. ItemBalance_Normal=(eItem=133, iCash=50, iElerium=10005, iAlloys=134010, iTime=10, iEng=25); Damage Control
  2470. BalanceMods_Classic=(eType=133, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2471.  
  2472. ; Advanced Suppression Module
  2473. ItemBalance_Normal=(eItem=199, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=40);
  2474. BalanceMods_Classic=(eType=199, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2475.  
  2476. ; Elerium Turbos
  2477. ItemBalance_Normal=(eItem=221, iCash=30, iElerium=16, iAlloys=12, iTime=7, iEng=45)
  2478. BalanceMods_Classic=(eType=221, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
  2479.  
  2480. ; MEC Armors
  2481. ; MEC-1 Paladin
  2482. ItemBalance_Normal=(eItem=eItem_MecArmor1, iCash=200, iElerium=15040, iAlloys=50, iTime=14, iEng=25)
  2483. BalanceMods_Classic=(eType=193, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
  2484.  
  2485. ; MEC-2 Defender
  2486. ItemBalance_Normal=(eItem=eItem_MecArmor2, iCash=400, iElerium=30060, iAlloys=145100, iTime=14, iEng=50)
  2487. BalanceMods_Classic=(eType=194, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
  2488.  
  2489. ; MEC-3 Valiant
  2490. ItemBalance_Normal=(eItem=145, iCash=400, iElerium=30080, iAlloys=137080, iTime=14, iEng=50)
  2491. BalanceMods_Classic=(eType=145, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
  2492.  
  2493. ; MEC-4 Dauntless
  2494. ItemBalance_Normal=(eItem=eItem_MecArmor3, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
  2495. BalanceMods_Classic=(eType=195, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
  2496.  
  2497. ; MEC-5 Devastator
  2498. ItemBalance_Normal=(eItem=148, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
  2499. BalanceMods_Classic=(eType=148, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
  2500.  
  2501. ; MEC-6 Vanguard
  2502. ItemBalance_Normal=(eItem=191, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
  2503. BalanceMods_Classic=(eType=191, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
  2504.  
  2505. ; MEC-7 Vindicator
  2506. ItemBalance_Normal=(eItem=210, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
  2507. BalanceMods_Classic=(eType=210, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
  2508.  
  2509. ItemBalance_Normal=(eItem=eItem_MecCivvies, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2510.  
  2511. ; MEC Large Items
  2512. ItemBalance_Normal=(eItem=eItem_MecKineticArm, iCash=200, iElerium=20004, iAlloys=30, iTime=10, iEng=30)
  2513. BalanceMods_Classic=(eType=22, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2514.  
  2515. ItemBalance_Normal=(eItem=eItem_MecFlameThrower, iCash=150, iElerium=25000, iAlloys=0, iTime=10, iEng=35)
  2516. BalanceMods_Classic=(eType=23, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2517.  
  2518. ItemBalance_Normal=(eItem=eItem_MecGrenadeLauncher, iCash=150, iElerium=20000, iAlloys=24, iTime=10, iEng=30)
  2519. BalanceMods_Classic=(eType=24, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2520.  
  2521. ItemBalance_Normal=(eItem=eItem_MecRestorativeMist, iCash=120, iElerium=20000, iAlloys=0, iTime=14, iEng=28)
  2522. BalanceMods_Classic=(eType=25, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2523.  
  2524. ItemBalance_Normal=(eItem=eItem_MecElectroPulse, iCash=180, iElerium=35050, iAlloys=30, iTime=14, iEng=85)
  2525. BalanceMods_Classic=(eType=26, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2526.  
  2527. ItemBalance_Normal=(eItem=eItem_MecProximityMineLauncher, iCash=180, iElerium=35000, iAlloys=24, iTime=14, iEng=55)
  2528. BalanceMods_Classic=(eType=27, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2529.  
  2530. ; Human Small Items
  2531.  
  2532. ; Marksman's Scope
  2533. ItemBalance_Normal=(eItem=34, iCash=30, iElerium=0, iAlloys=3000, iTime=7, iEng=20);
  2534. BalanceMods_Classic=(eType=34, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2535.  
  2536. ; Medikit
  2537. ItemBalance_Normal=(eItem=eItem_Medikit, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2538. BalanceMods_Classic=(eType=69, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2539.  
  2540. ; Combat Stims
  2541. Itembalance_Normal=(eItem=eItem_CombatStims, iCash=120, iElerium=2000, iAlloys=147000, iTime=10, iEng=45)
  2542. BalanceMods_Classic=(eType=70, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2543.  
  2544. ; Mind Shield
  2545. Itembalance_Normal=(eItem=eItem_MindShield, iCash=200, iElerium=5060, iAlloys=154040, iTime=20, iEng=65)
  2546. BalanceMods_Classic=(eType=71, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2547.  
  2548. ; Chitin Plating
  2549. Itembalance_Normal=(eItem=eItem_ChitinPlating, iCash=80, iElerium=0, iAlloys=20, iTime=10, iEng=35);
  2550. BalanceMods_Classic=(eType=72, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2551.  
  2552. ; Arc Thrower
  2553. Itembalance_Normal=(eItem=eItem_ArcThrower, iCash=100, iElerium=0, iAlloys=0, iTime=10, iEng=20)
  2554. BalanceMods_Classic=(eType=73, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2555.  
  2556. ; Alloy Plating
  2557. Itembalance_Normal=(eItem=eItem_ReinforcedArmor, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15);
  2558. BalanceMods_Classic=(eType=75, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2559.  
  2560. ; Respirator Implant
  2561. ItemBalance_Normal=(eItem=eItem_RespiratorImplant, iCash=50, iElerium=2000, iAlloys=0, iTime=5, iEng=25)
  2562. BalanceMods_Classic=(eType=76, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2563.  
  2564. ; Rocket
  2565. ItemBalance_Normal=(eItem=77, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2566. BalanceMods_Classic=(eType=77, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2567.  
  2568. ; Reaper Rounds
  2569. ItemBalance_Normal=(eItem=eItem_ReaperRounds, iCash=30, iElerium=0, iAlloys=0, iTime=7, iEng=25)
  2570. BalanceMods_Classic=(eType=78, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2571.  
  2572. ; Shredder Rocket
  2573. ItemBalance_Normal=(eItem=89, iCash=-1, iElerium=0, iAlloys=22000, iTime=-1, iEng=-1)
  2574. BalanceMods_Classic=(eType=89, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2575.  
  2576. ; Chameleon Suit
  2577. ItemBalance_Normal=(eItem=94, iCash=65, iElerium=10008, iAlloys=0, iTime=7, iEng=35)
  2578. BalanceMods_Classic=(eType=94, iDamage=0, iCritHit=0, iAim=0, iDefense=4, iHP=0, iMobility=-1, iWill=0);
  2579.  
  2580. ; Ceramic Plating
  2581. ItemBalance_Normal=(eItem=95, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2582. BalanceMods_Classic=(eType=95, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2583.  
  2584. ; Alloy Bipod
  2585. ItemBalance_Normal=(eItem=196, iCash=25, iElerium=0, iAlloys=4, iTime=5, iEng=25)
  2586. BalanceMods_Classic=(eType=196, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
  2587.  
  2588. ; Breaching Ammo
  2589. ItemBalance_Normal=(eItem=197, iCash=35, iElerium=0, iAlloys=6, iTime=5, iEng=35)
  2590. BalanceMods_Classic=(eType=197, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2591.  
  2592. ; Impact Vest
  2593. ItemBalance_Normal=(eItem=200, iCash=80, iElerium=4008, iAlloys=143014, iTime=10, iEng=50)
  2594. BalanceMods_Classic=(eType=200, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2595.  
  2596. ; Walker Gear
  2597. ItemBalance_Normal=(eItem=202, iCash=80, iElerium=4004, iAlloys=8, iTime=10, iEng=45)
  2598. BalanceMods_Classic=(eType=202, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
  2599.  
  2600. ; Neural Gunlink
  2601. ItemBalance_Normal=(eItem=203, iCash=70, iElerium=8008, iAlloys=6, iTime=7, iEng=40)
  2602. BalanceMods_Classic=(eType=203, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2603.  
  2604. ; Shredder Ammo
  2605. ItemBalance_Normal=(eItem=204, iCash=30, iElerium=0, iAlloys=6, iTime=5, iEng=30)
  2606. BalanceMods_Classic=(eType=204, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2607.  
  2608. ; Psi Screen
  2609. ItemBalance_Normal=(eItem=205, iCash=65, iElerium=8008, iAlloys=8, iTime=10, iEng=45)
  2610. BalanceMods_Classic=(eType=205, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=-1, iWill=0);
  2611.  
  2612. ; Exalt Loot: Illuminator Gunsight
  2613. ItemBalance_Normal=(eItem=209, iCash=200, iElerium=5010, iAlloys=11010, iTime=-1, iEng=-1)
  2614. BalanceMods_Classic=(eType=209, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2615.  
  2616. ; Reinforced Armor
  2617. Itembalance_Normal=(eItem=220, iCash=70, iElerium=0, iAlloys=14, iTime=7, iEng=18);
  2618. BalanceMods_Classic=(eType=220, iDamage=0, iCritHit=0, iAim=0, iDefense=-6,iHP=10, iMobility=-2, iWill=0);
  2619.  
  2620. ; Exalt Loot: Neuroregulator
  2621. ItemBalance_Normal=(eItem=224, iCash=200, iElerium=15000, iAlloys=0, iTime=-1, iEng=-1); Hardcoded Psi XP bonus
  2622. BalanceMods_Classic=(eType=224, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2623.  
  2624. ; MEC Small Items
  2625.  
  2626. ; The Thumper
  2627. ItemBalance_Normal=(eItem=129, iCash=70, iElerium=1020, iAlloys=30, iTime=7, iEng=70);
  2628. BalanceMods_Classic=(eType=129, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2629.  
  2630. ; Tactical Sensors
  2631. ItemBalance_Normal=(eItem=201, iCash=75, iElerium=5000, iAlloys=33000, iTime=10, iEng=35); Tactical Sense
  2632. BalanceMods_Classic=(eType=201, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2633.  
  2634. ; Incinerator Module
  2635. ItemBalance_Normal=(eItem=211, iCash=90, iElerium=10020, iAlloys=20, iTime=7, iEng=45);
  2636. BalanceMods_Classic=(eType=211, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2637.  
  2638. ; Joint MEC/SHIV small items
  2639.  
  2640. ; Battle Computer
  2641. ItemBalance_Normal=(eItem=90, iCash=250, iElerium=50010, iAlloys=30, iTime=12, iEng=75)
  2642. BalanceMods_Classic=(eType=90, iDamage=0, iCritHit=0, iAim=0, iDefense=8, iHP=0, iMobility=-1, iWill=0);
  2643.  
  2644. ; Holo-Targeter
  2645. ItemBalance_Normal=(eItem=108, iCash=40, iElerium=0, iAlloys=19000, iTime=7, iEng=15); Holo-Targeting
  2646. BalanceMods_Classic=(eType=108, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2647.  
  2648. ; Alloy Carbide Plating
  2649. ItemBalance_Normal=(eItem=189, iCash=70, iElerium=16000, iAlloys=27032, iTime=10, iEng=35); Extra Conditioning
  2650. BalanceMods_Classic=(eType=189, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2651.  
  2652. ; Human-MEC small items
  2653.  
  2654. ; Alien Trophy
  2655. ItemBalance_Normal=(eItem=98, iCash=-1, iElerium=0, iAlloys=154000, iTime=-1, iEng=-1); Steadfast
  2656. BalanceMods_Classic=(eType=98, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2657.  
  2658. ; Exalt Loot: Cognitive Enhancer
  2659. ItemBalance_Normal=(eItem=223, iCash=200, iElerium=10010, iAlloys=0, iTime=-1, iEng=-1); Hardcoded XP bonus
  2660. BalanceMods_Classic=(eType=223, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2661.  
  2662. ; Human-SHIV small items
  2663.  
  2664. ; Fuel Cell
  2665. ItemBalance_Normal=(eItem=178, iCash=40, iElerium=24, iAlloys=8, iTime=7, iEng=60)
  2666. BalanceMods_Classic=(eType=178, iDamage=6, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
  2667.  
  2668. ; Human-MEC-SHIV small items
  2669.  
  2670. ; Alloy Jacketed Rounds
  2671. ItemBalance_Normal=(eItem=31, iCash=20, iElerium=0, iAlloys=6, iTime=5, iEng=15);
  2672. BalanceMods_Classic=(eType=31, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2673.  
  2674. ; Enhanced Beam Optics
  2675. ItemBalance_Normal=(eItem=40, iCash=35, iElerium=1000, iAlloys=8, iTime=10, iEng=55);
  2676. BalanceMods_Classic=(eType=40, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2677.  
  2678. ; Plasma Stellerator
  2679. ItemBalance_Normal=(eItem=48, iCash=125, iElerium=2020, iAlloys=20, iTime=14, iEng=75)
  2680. BalanceMods_Classic=(eType=48, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2681.  
  2682. ; SCOPE
  2683. Itembalance_Normal=(eItem=eItem_TargetingModule, iCash=70, iElerium=0, iAlloys=0, iTime=7, iEng=15);
  2684. BalanceMods_Classic=(eType=74, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2685.  
  2686. ; Laser Sight
  2687. ItemBalance_Normal=(eItem=79, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2688. BalanceMods_Classic=(eType=79, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2689.  
  2690. ; Hi Cap Mags
  2691. ItemBalance_Normal=(eItem=80, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); +1 ammo, hardcoded to item number
  2692. BalanceMods_Classic=(eType=80, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2693.  
  2694. ; Armor Piercing Ammo
  2695. ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=12, iTime=7, iEng=25)
  2696. BalanceMods_Classic=(eType=198, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2697.  
  2698. ; Targeting Module
  2699. ItemBalance_Normal=(eItem=219, iCash=50, iElerium=0, iAlloys=0, iTime=7, iEng=15)
  2700. BalanceMods_Classic=(eType=219, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2701.  
  2702. ; Flak Ammo
  2703. ItemBalance_Normal=(eItem=225, iCash=60, iElerium=0, iAlloys=20, iTime=7, iEng=35);
  2704. BalanceMods_Classic=(eType=225, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
  2705.  
  2706. ; Aerospace
  2707. Itembalance_Normal=(eItem=eItem_Interceptor, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2708. ItemBalance_Normal=(eItem=eItem_Skyranger, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2709. Itembalance_Normal=(eItem=eItem_Firestorm, iCash=750, iElerium=10120, iAlloys=180, iTime=28, iEng=75)
  2710. Itembalance_Normal=(eItem=eItem_Satellite, iCash=200, iElerium=0, iAlloys=0, iTime=25, iEng=10)
  2711. ItemBalance_Normal=(eItem=116, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Stingray Missiles
  2712. Itembalance_Normal=(eItem=eItem_IntWeap_I, iCash=120, iElerium=0, iAlloys=12, iTime=10, iEng=15); Phoenix Cannon
  2713. ItemBalance_Normal=(eItem=eItem_IntWeap_II, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Avalanche Missiles
  2714. Itembalance_Normal=(eItem=eItem_IntWeap_III, iCash=160, iElerium=0, iAlloys=30, iTime=10, iEng=25); Laser Cannon
  2715. Itembalance_Normal=(eItem=eItem_IntWeap_IV, iCash=500, iElerium=3060, iAlloys=50, iTime=14, iEng=95); Plasma Cannon
  2716. Itembalance_Normal=(eItem=eItem_IntWeap_V, iCash=575, iElerium=160, iAlloys=60, iTime=20, iEng=100); EMP Cannon
  2717. Itembalance_Normal=(eItem=eItem_IntWeap_VI, iCash=800, iElerium=20120, iAlloys=70, iTime=25, iEng=120); Fusion Cannon
  2718. Itembalance_Normal=(eItem=eItem_IntConsumable_Hit, iCash=20, iElerium=1001, iAlloys=1, iTime=5, iEng=35)
  2719. Itembalance_Normal=(eItem=eItem_IntConsumable_Dodge, iCash=25, iElerium=1002, iAlloys=0, iTime=5, iEng=50)
  2720. Itembalance_Normal=(eItem=eItem_IntConsumable_Boost, iCash=15, iElerium=1001, iAlloys=0, iTime=5, iEng=12)
  2721.  
  2722. ; Loot
  2723. Itembalance_Normal=(eItem=eItem_Elerium115, iCash=3, iElerium=1, iAlloys=0, iTime=-1, iEng=-1)
  2724. Itembalance_Normal=(eItem=eItem_AlienAlloys, iCash=3, iElerium=0, iAlloys=1, iTime=-1, iEng=-1)
  2725. Itembalance_Normal=(eItem=eItem_WeaponFragment, iCash=1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2726. Itembalance_Normal=(eItem=eItem_Meld, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2727. Itembalance_Normal=(eItem=eItem_UFOPowerSource, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2728. Itembalance_Normal=(eItem=eItem_UFONavigation, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2729. Itembalance_Normal=(eItem=eItem_AlienFood, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2730. Itembalance_Normal=(eItem=eItem_AlienEntertainment, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2731. Itembalance_Normal=(eItem=eItem_AlienStasisTank, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2732. Itembalance_Normal=(eItem=eItem_AlienSurgery, iCash=45, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2733. Itembalance_Normal=(eItem=eItem_UFOFusionLauncher, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2734. Itembalance_Normal=(eItem=eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2735. Itembalance_Normal=(eItem=eItem_DamagedUFONavigation, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2736. Itembalance_Normal=(eItem=eItem_DamagedAlienFood, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2737. Itembalance_Normal=(eItem=eItem_DamagedAlienEntertainment, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2738. Itembalance_Normal=(eItem=eItem_DamagedAlienStasisTank, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2739. Itembalance_Normal=(eItem=eItem_DamagedAlienSurgery, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2740. ItemBalance_Normal=(eItem=222, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Exalt Loot Art
  2741. Itembalance_Normal=(eItem=eItem_SectoidCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2742. Itembalance_Normal=(eItem=eItem_FloaterCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2743. Itembalance_Normal=(eItem=eItem_ThinManCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2744. Itembalance_Normal=(eItem=eItem_MutonCorpse, iCash=4, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2745. Itembalance_Normal=(eItem=eItem_CryssalidCorpse, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2746. Itembalance_Normal=(eItem=eItem_CyberdiscCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2747. Itembalance_Normal=(eItem=eItem_SectopodCorpse, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2748. Itembalance_Normal=(eItem=eItem_DroneCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2749. Itembalance_Normal=(eItem=eItem_EtherealCorpse, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2750. Itembalance_Normal=(eItem=eItem_SectoidCommanderCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2751. Itembalance_Normal=(eItem=eItem_BerserkerCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2752. Itembalance_Normal=(eItem=eItem_MutonEliteCorpse, iCash=8, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2753. Itembalance_Normal=(eItem=eItem_FloaterHeavyCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2754. Itembalance_Normal=(eItem=eItem_MechtoidCore, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2755. Itembalance_Normal=(eItem=eItem_SeekerCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2756. ItemBalance_Normal=(eItem=eItem_SectoidCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2757. ItemBalance_Normal=(eItem=eItem_SectoidCommanderCaptive, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2758. ItemBalance_Normal=(eItem=eItem_FloaterCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2759. ItemBalance_Normal=(eItem=eItem_FloaterHeavyCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2760. ItemBalance_Normal=(eItem=eItem_ThinManCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2761. ItemBalance_Normal=(eItem=eItem_MutonCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2762. ItemBalance_Normal=(eItem=eItem_MutonEliteCaptive, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2763. ItemBalance_Normal=(eItem=eItem_BerserkerCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2764. ItemBalance_Normal=(eItem=eItem_EtherealCaptive, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2765. ItemBalance_Normal=(eItem=eItem_SectoidPlasmaPistol, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2766. ItemBalance_Normal=(eItem=eItem_PlasmaLightRifle_ThinMan, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2767. ItemBalance_Normal=(eItem=eItem_PlasmaAssaultRifle_Muton, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2768. ItemBalance_Normal=(eItem=eItem_HeavyPlasma_Muton, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
  2769.  
  2770. ; Strategic Item
  2771. Itembalance_Normal=(eItem=eItem_Skeleton_Key, iCash=200, iElerium=10040, iAlloys=10, iTime=20, iEng=25)
  2772.  
  2773. ; Invisible
  2774. Itembalance_Normal=(eItem=eItem_Base_Shard, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
  2775. ItemBalance_Normal=(eItem=eItem_HyperwaveBeacon, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
  2776. Itembalance_Normal=(eItem=eItem_ExaltIntel, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
  2777. ItemBalance_Normal=(eItem=eItem_Psilink, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
  2778.  
  2779. ; Facilities
  2780. FACILITY_COST_BALANCE=1 ; Multiplier for all facility iCash values
  2781. FACILITY_MAINTENANCE_BALANCE=1 ; Multiplier for all facility iMaintenance values
  2782. FACILITY_TIME_BALANCE=1 ; Multiplier for all facility iTime values
  2783.  
  2784. FacilityBalance=( eFacility=eFacility_Power, iCash=120, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10, iPower=8) ;MAKE SURE TO SYNC THIS WITH POWER_NORMAL
  2785. FacilityBalance=( eFacility=eFacility_ThermalPower, iCash=350, iElerium=0, iAlloys=0, iMaintenance=35, iTime=21, iPower=25);MAKE SURE TO SYNC THIS WITH POWER_THERMAL
  2786. FacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=400, iElerium=60,iAlloys=60, iMaintenance=25, iTime=25, iPower=35);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM
  2787. FacilityBalance=( eFacility=eFacility_Hangar, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-4)
  2788. FacilityBalance=( eFacility=eFacility_MissionControl, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-3)
  2789. FacilityBalance=( eFacility=eFacility_Barracks, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-1)
  2790. FacilityBalance=( eFacility=eFacility_Research, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-5)
  2791. FacilityBalance=( eFacility=eFacility_AccessLift, iCash=100, iElerium=0, iAlloys=0, iMaintenance=5, iTime=7, iPower=-1)
  2792. FacilityBalance=( eFacility=eFacility_ScienceLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
  2793. FacilityBalance=( eFacility=eFacility_Workshop, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
  2794. FacilityBalance=( eFacility=eFacility_SmallRadar, iCash=200, iElerium=0, iAlloys=0, iMaintenance=20, iTime=21, iPower=-8)
  2795. FacilityBalance=( eFacility=eFacility_LargeRadar, iCash=300, iElerium=20,iAlloys=50, iMaintenance=25, iTime=21, iPower=-8)
  2796. FacilityBalance=( eFacility=eFacility_Foundry, iCash=200, iElerium=0, iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
  2797. FacilityBalance=( eFacility=eFacility_OTS, iCash=200, iElerium=0, iAlloys=0, iMaintenance=10, iTime=7, iPower=-1)
  2798. FacilityBalance=( eFacility=eFacility_AlienContain, iCash=200, iElerium=0, iAlloys=20, iMaintenance=30, iTime=14, iPower=-10)
  2799. FacilityBalance=( eFacility=eFacility_CyberneticsLab, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=10, iPower=-4); REPAIR BAY
  2800. FacilityBalance=( eFacility=eFacility_PsiLabs, iCash=250, iElerium=20,iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
  2801. FacilityBalance=( eFacility=eFacility_GeneticsLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=18, iPower=-4)
  2802. FacilityBalance=( eFacility=eFacility_HyperwaveRadar, iCash=600, iElerium=60,iAlloys=100,iMaintenance=100,iTime=28, iPower=-15)
  2803. FacilityBalance=( eFacility=eFacility_DeusEx, iCash=1000, iElerium=60,iAlloys=100,iMaintenance=200,iTime=28, iPower=-35)
  2804.  
  2805. ; Extra item requirements are hard-coded in XGTechTree.BuildFoundryItemCost
  2806. ; High 3 digits of iFragments are Meld, low 3 are weapoon Fragments
  2807. FoundryBalance=(eTech=eFoundry_SHIV, iTime=7, iEngineers=10, iCash=80, iElerium=0, iAlloys=10, iFragments=20, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Enhanced Ballistic Weaponry
  2808. FoundryBalance=(eTech=eFoundry_AlienGrenades, iTime=7, iEngineers=35, iCash=100, iElerium=50,iAlloys=20, iFragments=20, iNumItems=1, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_AlienGrenade) // Alien Grenades
  2809. FoundryBalance=(eTech=eFoundry_MedikitII, iTime=7, iEngineers=12, iCash=180, iElerium=0, iAlloys=0, iFragments=10000, iNumItems=20, eReqTech=eTech_AutopsyThinMan, eReqItem=eItem_ThinManCorpse) // Improved Medikit
  2810. FoundryBalance=(eTech=eFoundry_ArcThrowerII, iTime=14,iEngineers=30, iCash=100, iElerium=40,iAlloys=40, iFragments=30, iNumItems=10, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_DroneCorpse) // Improved Arc Thrower
  2811. FoundryBalance=(eTech=eFoundry_VehicleRepair, iTime=21,iEngineers=45, iCash=500, iElerium=0, iAlloys=100,iFragments=40000, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater, eReqItem=eItem_FloaterHeavyCorpse) // Advanced Repair
  2812. FoundryBalance=(eTech=eFoundry_AutomatedLasers, iTime=14,iEngineers=55, iCash=150, iElerium=0, iAlloys=40, iFragments=15, iNumItems=0, eReqTech=eTech_PrecisionLasers, eReqItem=0); // Enhanced Laser Weaponry
  2813. FoundryBalance=(eTech=eFoundry_AutomatedPlasma, iTime=21,iEngineers=120, iCash=500, iElerium=100,iAlloys=100,iFragments=100, iNumItems=1, eReqTech=eTech_Plasma_Sniper, eReqItem=eItem_BEGIN_CAPTIVES); // Enhanced Plasma Weaponry
  2814. FoundryBalance=(eTech=eFoundry_SHIV_Heal, iTime=14,iEngineers=15, iCash=100, iElerium=10,iAlloys=10, iFragments=5010, iNumItems=10, eReqTech=eTech_AutopsyDrone, eReqItem=eItem_DroneCorpse) // Field Repairs
  2815. FoundryBalance=(eTech=eFoundry_CaptureDrone, iTime=21,iEngineers=95, iCash=350, iElerium=10,iAlloys=0, iFragments=100, iNumItems=50, eReqTech=eTech_EMP, eReqItem=eItem_DroneCorpse) // Capture Drone
  2816. FoundryBalance=(eTech=eFoundry_AmmoConservation, iTime=14,iEngineers=75, iCash=600, iElerium=0, iAlloys=130,iFragments=40100, iNumItems=20, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_MutonCorpse) // Ammo Conservation
  2817. FoundryBalance=(eTech=eFoundry_AdvancedFlight, iTime=14,iEngineers=50, iCash=325, iElerium=40,iAlloys=40, iFragments=0, iNumItems=5, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_CyberdiscCorpse) // Advanced Flight
  2818. FoundryBalance=(eTech=eFoundry_AdvancedConstruction, iTime=14,iEngineers=30, iCash=400, iElerium=60,iAlloys=200,iFragments=35000, iNumItems=30, eReqTech=eTech_Autopsy_END, eReqItem=eItem_FloaterCorpse); // Armored Fighters
  2819. FoundryBalance=(eTech=eFoundry_PistolI, iTime=7, iEngineers=10, iCash=35, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // Mag Pistols
  2820. FoundryBalance=(eTech=eFoundry_PistolII, iTime=10,iEngineers=20, iCash=90, iElerium=0, iAlloys=10, iFragments=35, iNumItems=0, eReqTech=eTech_Alloy_Cannon, eReqItem=0); // Rail Pistols
  2821. FoundryBalance=(eTech=eFoundry_PistolIII, iTime=14,iEngineers=35, iCash=145, iElerium=30,iAlloys=30, iFragments=60, iNumItems=1, eReqTech=eTech_Plasma_Pistol, eReqItem=eItem_SectoidPlasmaPistol);// Reflex Pistols
  2822. FoundryBalance=(eTech=eFoundry_SHIVSuppression, iTime=7, iEngineers=15, iCash=40, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // SHIV Suppression
  2823. FoundryBalance=(eTech=eFoundry_StealthSatellites, iTime=28,iEngineers=115, iCash=1200, iElerium=200,iAlloys=200,iFragments=0, iNumItems=10, eReqTech=eTech_Armor_Ghost, eReqItem=eItem_UFONavigation) // Stealth Satellites
  2824. FoundryBalance=(eTech=eFoundry_Scope, iTime=7, iEngineers=25, iCash=100, iElerium=0, iAlloys=0, iFragments=35, iNumItems=1, eReqTech=eTech_Exp_Warfare, eReqItem=eItem_TargetingModule) // Enhanced SCOPE
  2825. FoundryBalance=(eTech=eFoundry_EleriumFuel, iTime=10,iEngineers=45, iCash=100, iElerium=80,iAlloys=40, iFragments=20050, iNumItems=0, eReqTech=eTech_Elerium, eReqItem=0) // Jellied Elerium
  2826. FoundryBalance=(eTech=eFoundry_MECCloseCombat, iTime=7, iEngineers=50, iCash=300, iElerium=30,iAlloys=60, iFragments=20030, iNumItems=8, eReqTech=eTech_AutopsyBerserker, eReqItem=eItem_BerserkerCorpse) // MEC Close Combat
  2827. FoundryBalance=(eTech=eFoundry_AdvancedServomotors, iTime=14,iEngineers=45, iCash=300, iElerium=40,iAlloys=60, iFragments=35000, iNumItems=8, eReqTech=eTech_AutopsyMechtoid, eReqItem=eItem_MechtoidCore) // Advanced Servomotors
  2828. FoundryBalance=(eTech=eFoundry_ShapedArmor, iTime=21,iEngineers=35, iCash=300, iElerium=40,iAlloys=80, iFragments=20000, iNumItems=25, eReqTech=eTech_AutopsyFloater, eReqItem=eItem_FloaterCorpse) // Shaped Armor
  2829. FoundryBalance=(eTech=eFoundry_SentinelDrone, iTime=21, iEngineers=50, iCash=150, iElerium=20,iAlloys=40, iFragments=0, iNumItems=1, eReqTech=eTech_AutopsyCyberdisc, eReqItem=eItem_UFONavigation) // Sentinel Drone
  2830. FoundryBalance=(eTech=eFoundry_TacticalRigging, iTime=21, iEngineers=60, iCash=500, iElerium=0, iAlloys=0, iFragments=10050, iNumItems=20, eReqTech=eTech_AutopsyMutonElite, eReqItem=eItem_MutonEliteCorpse) // Tactical Rigging
  2831. FoundryBalance=(eTech=25, iTime=14, iEngineers=20, iCash=300, iElerium=10,iAlloys=30, iFragments=60000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Alien Metallurgy
  2832. FoundryBalance=(eTech=26, iTime=7, iEngineers=10, iCash=50, iElerium=0, iAlloys=0, iFragments=10010, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Aircraft Boosters
  2833. FoundryBalance=(eTech=27, iTime=21, iEngineers=55, iCash=500, iElerium=20,iAlloys=120, iFragments=80080, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Wingtip Sparrowhawks
  2834. FoundryBalance=(eTech=28, iTime=14, iEngineers=35, iCash=300, iElerium=0, iAlloys=80, iFragments=45, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Penetrator Weapons
  2835. FoundryBalance=(eTech=29, iTime=10, iEngineers=30, iCash=150, iElerium=0, iAlloys=60, iFragments=25, iNumItems=2, eReqTech=eTech_Armor_Skeleton, eReqItem=eItem_CyberdiscCorpse); // SHIV Defenses
  2836. FoundryBalance=(eTech=30, iTime=21, iEngineers=45, iCash=600, iElerium=0, iAlloys=0, iFragments=0, iNumItems=12, eReqTech=60, eReqItem=eItem_AlienSurgery); // Advanced Surgery
  2837. FoundryBalance=(eTech=31, iTime=14, iEngineers=40, iCash=400, iElerium=0, iAlloys=10, iFragments=50, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Improved Avionics
  2838. FoundryBalance=(eTech=32, iTime=14, iEngineers=50, iCash=350, iElerium=60,iAlloys=10, iFragments=40, iNumItems=4, eReqTech=eTech_AutopsySeeker, eReqItem=eItem_UFONavigation); // UFO Countermeasures
  2839. FoundryBalance=(eTech=33, iTime=14, iEngineers=45, iCash=200, iElerium=30,iAlloys=30, iFragments=0, iNumItems=2, eReqTech=eTech_Firestorm, eReqItem=eItem_UFOPowerSource); // Elerium Afterburners
  2840. FoundryBalance=(eTech=34, iTime=21, iEngineers=70, iCash=800, iElerium=200,iAlloys=200,iFragments=50100, iNumItems=6, eReqTech=eTech_AutopsyZombie, eReqItem=eItem_UFOPowerSource); // Supercapacitors
  2841. FoundryBalance=(eTech=35, iTime=28, iEngineers=40, iCash=300, iElerium=40,iAlloys=20, iFragments=0, iNumItems=2, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_UFONavigation); // Enhanced UFO Detection
  2842. FoundryBalance=(eTech=36, iTime=7, iEngineers=20, iCash=25, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=60, eReqItem=0); // MEC Warfare Systems
  2843. FoundryBalance=(eTech=37, iTime=14, iEngineers=35, iCash=200, iElerium=0, iAlloys=60, iFragments=0, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Super Skyranger
  2844. FoundryBalance=(eTech=38, iTime=14, iEngineers=45, iCash=500, iElerium=40,iAlloys=120,iFragments=75000, iNumItems=0, eReqTech=eTech_UFOPowerSource, eReqItem=0); // Alien Nucleonics
  2845. FoundryBalance=(eTech=39, iTime=14, iEngineers=20, iCash=200, iElerium=20,iAlloys=40, iFragments=20000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Improved Salvage Techniques
  2846. FoundryBalance=(eTech=40, iTime=14, iEngineers=30, iCash=100, iElerium=20,iAlloys=30, iFragments=50, iNumItems=0, eReqTech=eTech_Exp_Warfare, eReqItem=0); // Advanced Combat Systems
  2847. FoundryBalance=(eTech=41, iTime=14, iEngineers=40, iCash=100, iElerium=20,iAlloys=0, iFragments=20030, iNumItems=12, eReqTech=eTech_PsiLabs, eReqItem=eItem_SectoidCorpse); // Psi Warfare Systems
  2848. FoundryBalance=(eTech=42, iTime=3, iEngineers=25, iCash=40, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_LaserWeapons, eReqItem=0); // Base Security: Weapons
  2849. FoundryBalance=(eTech=43, iTime=3, iEngineers=25, iCash=20, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=72, eReqItem=0); // Base Security: Armor
  2850. FoundryBalance=(eTech=44, iTime=14, iEngineers=50, iCash=300, iElerium=60,iAlloys=120, iFragments=20100, iNumItems=2, eReqTech=eTech_Alloy_Cannon, eReqItem=eItem_UFOPowerSource); // Phoenix Coilguns
  2851. FoundryBalance=(eTech=45, iTime=14, iEngineers=40, iCash=250, iElerium=60,iAlloys=10, iFragments=0, iNumItems=4, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // UFO Scanners
  2852. FoundryBalance=(eTech=46, iTime=14, iEngineers=60, iCash=400, iElerium=80,iAlloys=60, iFragments=20100, iNumItems=2, eReqTech=eTech_BlasterLauncher, eReqItem=eItem_PlasmaLightRifle_ThinMan); // Enhanced Gauss Weaponry
  2853.  
  2854. ; OTS Upgrades; eRank=Sum of enlisted Ranks value in barracks (Rookie=0;squaddie=1;etc) needed to unlock availability of this project
  2855. OTSBalance=(eTech=eOTS_SquadSize_I, iCash=200, eRank=40)
  2856. OTSBalance=(eTech=eOTS_SquadSize_II, iCash=200, eRank=115)
  2857. OTSBalance=(eTech=3, iCash=100, eRank=20) ; Lieutenant / LT
  2858. OTSBalance=(eTech=4, iCash=200, eRank=45) ; Captain / CAPT
  2859. OTSBalance=(eTech=5, iCash=300, eRank=75) ; Major / MAJ
  2860. OTSBalance=(eTech=6, iCash=400, eRank=110) ; Colonel / COL
  2861. OTSBalance=(eTech=7, iCash=500, eRank=150) ; Field Commander / CMDR
  2862.  
  2863. ; Techs
  2864. TECH_TIME_BALANCE=10 ; Multiplier for all tech iTime values. Time in hours for 1 scientist is (iTime * Tech_Time_Balance * 72)
  2865.  
  2866. TechBalance=(eTech=eTech_AlienMaterials, iTime=6, iAlloys=4, iElerium=4, iNumFragments=10, iNumItems=1) ; Alien Materials: 0a.10
  2867. TechBalance=(eTech=72, iTime=8, iAlloys=16, iElerium=0, iNumFragments=0, iNumItems=0) ; Improved Body Armor
  2868. TechBalance=(eTech=eTech_Armor_Carapace, iTime=20, iAlloys=30, iElerium=0, iNumFragments=0, iNumItems=0) ; Advanced Body Armor
  2869. TechBalance=(eTech=eTech_Armor_Skeleton, iTime=40, iAlloys=40, iElerium=20, iNumFragments=0, iNumItems=0) ; Mobile Power Armor
  2870. TechBalance=(eTech=eTech_Armor_Titan, iTime=68, iAlloys=40, iElerium=40, iNumFragments=0, iNumItems=0) ; Advanced Power Armor
  2871. TechBalance=(eTech=eTech_Armor_Ghost, iTime=80, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Stealth Systems
  2872. TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=70, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Antigrav Systems
  2873.  
  2874. TechBalance=(eTech=eTech_Placeholder, iTime=30, iAlloys=30, iElerium=30, iNumFragments=50, iNumItems=25) ; Alien Bioybernetics: 3c.60
  2875. TechBalance=(eTech=73, iTime=50, iAlloys=30, iElerium=100,iNumFragments=50, iNumItems=20) ; Improved Combat Exoskeletons
  2876. TechBalance=(eTech=74, iTime=85, iAlloys=40, iElerium=100,iNumFragments=50, iNumItems=30) ; Mobile Combat Exoskeletons
  2877. TechBalance=(eTech=75, iTime=85, iAlloys=100,iElerium=40, iNumFragments=50, iNumItems=30) ; Heavy Combat Exoskeletons
  2878.  
  2879. TechBalance=(eTech=eTech_Exp_Warfare, iTime=8, iAlloys=0, iElerium=0, iNumFragments=20, iNumItems=0) ; Experimental Warfare: 0b.11
  2880. TechBalance=(eTech=eTech_Autopsy_END, iTime=22, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0) ; Advanced Aerospace Concepts: 3b.59
  2881.  
  2882. TechBalance=(eTech=eTech_AlienNavigation, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=4) ; Alien Computers 20.32
  2883. TechBalance=(eTech=eTech_Elerium, iTime=30, iAlloys=0, iElerium=70, iNumFragments=0, iNumItems=0) ; Elerium; 0c.12
  2884. TechBalance=(eTech=eTech_UFOPowerSource, iTime=40, iAlloys=0, iElerium=60, iNumFragments=0, iNumItems=6) ; Alien Power Systems 21.33
  2885. TechBalance=(eTech=eTech_Firestorm, iTime=92, iAlloys=40, iElerium=100,iNumFragments=160,iNumItems=6) ; Alien Propulsion 05.05
  2886.  
  2887. TechBalance=(eTech=eTech_Xenobiology, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5) ; Xenobiology: 01.01
  2888. TechBalance=(eTech=eTech_ArcThrower, iTime=8, iAlloys=0, iElerium=0, iNumFragments=10, iNumItems=10) ; Xenoneurology 02.02
  2889. TechBalance=(eTech=eTech_Meld, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10) ; Xenogenetics: 0d.13
  2890. TechBalance=(eTech=eTech_PsiLabs, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=15) ; Xenopsionics: 04.04
  2891. TechBalance=(eTech=eTech_BaseShard, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0) ; Alien Operations 03.03
  2892. TechBalance=(eTech=eTech_Hyperwave, iTime=60, iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Communications
  2893. TechBalance=(eTech=eTech_PsiLink, iTime=150,iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Command and Control
  2894. TechBalance=(eTech=eTech_PsiArmor, iTime=150,iAlloys=30, iElerium=100,iNumFragments=0, iNumItems=5) ; Mind and Machine
  2895.  
  2896. TechBalance=(eTech=eTech_WeaponFragments, iTime=6, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0) ; Alien Weaponry: 09.09
  2897. TechBalance=(eTech=eTech_LaserWeapons, iTime=8, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0); Beam Lasers: 14.20
  2898. TechBalance=(eTech=eTech_PrecisionLasers, iTime=12, iAlloys=30, iElerium=0, iNumFragments=50, iNumItems=0); Advanced Beam Lasers: 15.21
  2899. TechBalance=(eTech=eTech_Alloy_Cannon, iTime=28, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Gauss Weapons 1c.28
  2900. TechBalance=(eTech=eTech_BlasterLauncher, iTime=35, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Advanced Gauss Weapons 1f.31
  2901. TechBalance=(eTech=eTech_HeavyLasers, iTime=50, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Pulse Lasers: 16.22
  2902. TechBalance=(eTech=eTech_AutopsyZombie, iTime=60, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Advanced Pulse Lasers: 31.49.
  2903. TechBalance=(eTech=eTech_Plasma_Pistol, iTime=75, iAlloys=30, iElerium=40, iNumFragments=150, iNumItems=2); Compact Plasma Weapons 17.23
  2904. TechBalance=(eTech=eTech_Plasma_Light, iTime=80, iAlloys=70, iElerium=70, iNumFragments=200, iNumItems=5); Plasma Weapons 18.24
  2905. TechBalance=(eTech=eTech_Plasma_Rifle, iTime=85, iAlloys=70, iElerium=80, iNumFragments=200, iNumItems=3); Advanced Plasma Weapons 19.25
  2906. TechBalance=(eTech=eTech_Plasma_Heavy, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=2); Heavy Plasma Weapons 1a.26
  2907. TechBalance=(eTech=eTech_Plasma_Cannon, iTime=90, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Vehicular Plasma Weapons 1d.29
  2908. TechBalance=(eTech=eTech_Plasma_Sniper, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Precision Plasma Weapons 1b.27
  2909. TechBalance=(eTech=eTech_EMP, iTime=95, iAlloys=0, iElerium=200,iNumFragments=300,iNumItems=40); EMP Weapons 22.34
  2910. TechBalance=(eTech=eTech_Fusion_Launcher, iTime=120, iAlloys=60, iElerium=200,iNumFragments=300, iNumItems=0); Fusion Weapons 1e.30
  2911.  
  2912. TechBalance=(eTech=eTech_AutopsySectoid, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
  2913. TechBalance=(eTech=eTech_AutopsyFloater, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
  2914. TechBalance=(eTech=eTech_AutopsyMuton, iTime=8, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
  2915. TechBalance=(eTech=eTech_AutopsyThinMan, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
  2916. TechBalance=(eTech=eTech_AutopsyCryssalid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2917. TechBalance=(eTech=eTech_AutopsyEthereal, iTime=50,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
  2918. TechBalance=(eTech=eTech_AutopsyCyberdisc, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
  2919. TechBalance=(eTech=eTech_AutopsyDrone, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2920. TechBalance=(eTech=eTech_AutopsySeeker, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2921. TechBalance=(eTech=eTech_AutopsySectopod, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
  2922. TechBalance=(eTech=eTech_AutopsyBerserker, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2923. TechBalance=(eTech=eTech_AutopsyMutonElite, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2924. TechBalance=(eTech=eTech_AutopsyHeavyFloater, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2925. TechBalance=(eTech=eTech_AutopsySectoidCommander, iTime=35,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
  2926. TechBalance=(eTech=eTech_AutopsyMechtoid, iTime=18,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
  2927.  
  2928. TechBalance=(eTech=eTech_InterrogateSectoid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2929. TechBalance=(eTech=eTech_InterrogateFloater, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2930. TechBalance=(eTech=eTech_InterrogateMuton, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2931. TechBalance=(eTech=eTech_InterrogateThinMan, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2932. TechBalance=(eTech=eTech_InterrogateEthereal, iTime=50, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2933. TechBalance=(eTech=eTech_InterrogateBerserker, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2934. TechBalance=(eTech=eTech_InterrogateMutonElite, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2935. TechBalance=(eTech=eTech_InterrogateHeavyFloater, iTime=18, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2936. TechBalance=(eTech=eTech_InterrogateSectoidCommander, iTime=35, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
  2937.  
  2938. TechBalance=(eTech=61, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Scout
  2939. TechBalance=(eTech=62, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Destroyer
  2940. TechBalance=(eTech=63, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Abductor
  2941. TechBalance=(eTech=64, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Transport
  2942. TechBalance=(eTech=65, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Battleship
  2943. TechBalance=(eTech=66, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Overseer
  2944. TechBalance=(eTech=67, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Fighter
  2945. TechBalance=(eTech=68, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Raider
  2946. TechBalance=(eTech=69, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Harvester
  2947. TechBalance=(eTech=70, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Terror Ship
  2948. TechBalance=(eTech=71, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Assault Carrier
  2949.  
  2950. ; Cinematics and Effects
  2951. KILL_CAM_MIN_DIST=720.0
  2952.  
  2953. [XComGame.XComPrecomputedPath]
  2954. BlasterBombSpeed=500.0f
  2955.  
  2956. [XComGame.XGAction_FireCustom_Flamethrower]
  2957. SweepAngle=60 ;The angle in degrees formed between the leftmost facing of a sweep and the rightmost facing
  2958. Range=8 ;Range of the flame thrower in tiles
  2959. NumSweeps=1 ;(Cosmetic) The number of times the unit will sweep the firing flamethrower back and forth over the target
  2960. SweepFullCircle=False ;(Cosmetic) Specifies the type of motion the sweep will have
  2961. ChanceToSetFire=0.00 ;A value between 0.0 and 1.0 that specifes the likelyhood that an environmental fire will be set
  2962. FireProcessingInterval=1.0 ;Time in seconds between processing which tiles should be set on fire. Higher frequency produces more tiles on fire
  2963. FireChance_Level1=1.0 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
  2964. FireChance_Level2=0.3 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
  2965. FireChance_Level3=0.2 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
  2966. LengthUpdateSpeed=0.1 ;This parameter controls the speed at which the length of the flame effect will grow / shrink to compensate for collisions (0.0 - 1.0)
  2967.  
  2968. ;The package / editor path to the particle effect that will be used to represent secondary fires
  2969. SecondaryFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat
  2970.  
  2971. ;The package / editor path to the particle effect that will be used to represent secondary fires, if the player has completed the elerium fuel foundry project
  2972. SecondaryFire_Elerium_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat_Elerium
  2973.  
  2974. ;The package / editor path to the particle effect that will be used as temp ground/fill fire
  2975. FillFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Fire_Fill_Transient
  2976.  
  2977. ;The package / editor path to the particle effect attached to enemies that are hit but not killed by the flamethrower
  2978. FlameDamage_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Running
  2979.  
  2980. ;The package / editor path to the particle effect attached to enemies that are killed by the flamethrower
  2981. FlameKill_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Dead
  2982.  
  2983. [XComGame.XGAction_FireCustom_Barrage]
  2984. BarrageTime=3.5 ;The time that Barrage will spend firing at the target
  2985. BarrageRadius=1.5 ;Radius of the damage that Barrage does, in tiles
  2986. BarrageTimeBetweenRetargets=0.05;At this interval of seconds, the MEC will select a new random point to shoot at within the barrage area of effect
  2987. BarrageStartAOEEffectTime=1.0 ;The time, in seconds, from the start of the barrage animation to start playing the AOE effect
  2988.  
  2989. [XComGame.XGAbility_Electropulse]
  2990. ElectroPulseXY_Range=432
  2991. ;The resource path for the effect to attach to units wounded by electro pulse
  2992. ElectroPulse_OrganicFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Hurt
  2993. ;The resource path for the effect to attach to units killed by electro pulse
  2994. ElectroPulse_RoboticFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Stunned
  2995.  
  2996. [XComGame.XGUnitNativeBase]
  2997. BioelectricSkinRange=12 ;Range is in meters (64 units) like the sight radius is
  2998. AdditionalProximityMines=1 ;MEC Packmaster bonus
  2999. AdditionalGrenades=1 ;MEC Packmaster bonus
  3000. AdditionalRestorativeMistShots=1 ;MEC Packmaster bonus
  3001.  
  3002. [XComGame.XComPerkManager]
  3003.  
  3004. ; base class trees
  3005. ; only the first squaddie perk is used for the 4 core classes, to display the perk choices used to determine subclass.
  3006. ; perk 0 results in subclass 0, perk 2 in subclass 1
  3007. ; ePerk_Stunimmune awards random subclass from other three supraclasses; should not be edited.
  3008. ; perks above squaddie are drawn from the subclass instead of this tree
  3009. ;
  3010. SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_SquadSight, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3011. SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3012. SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_LightningReflexes, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3013.  
  3014. SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_FireRocket, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3015. SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3016. SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_FocusedSuppression, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3017.  
  3018. SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_FieldMedic, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3019. SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3020. SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_Grenadier, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3021.  
  3022. SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_RunAndGun, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3023. SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3024. SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_PlasmaBarrage, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
  3025.  
  3026. ; Long War subclass perk trees
  3027. ; Perk tree-dependent bonus STAT INCREASES // stats are =xyz, where x is mobility (0->0, 1->1, 2->-1), y is aim, z is will; bonuses do not apply in Training Roulette games
  3028. ; Don't include leading zeros, game will misinterpret them as hexidecimal entries!
  3029. ; Nonobvious perks:
  3030. ; Ranger: ePerk_RifleSuppression_DEPRECATED
  3031. ; Lock N' Load: ePerk_Disabled_DEPRECATED
  3032. ; HEAT Warheads: ePerk_Poisoned
  3033. ; Sapper: ePerk_ImmuneToDisable_DEPRECATED
  3034. ; Javelin Rockets: ePerk_Implanted
  3035. ; Sharpshooter: ePerk_Medal_UrbanB
  3036. ; Steadfast: ePerk_Medal_DefenderA
  3037. ; Lone Wolf: ePerk_Medal_CouncilB
  3038. ; Psychokinetic Strike: ePerk_Foundry_SHIVSuppression
  3039. ; Paramedic: ePerk_Dazed
  3040. ; Ready For Anything: ePerk_BulletSwarm
  3041. ; Field Surgeon: ePerk_CovertPockets
  3042. ; Hit and Run ePerk_ReinforcedArmor
  3043. ; Fire in the Hole ePerk_Foundry_AdvancedFlight
  3044. ; Tandem Warheads ePerk_Foundry_PistolIII
  3045. ; Light 'Em Up ePerk_PlasmaBarrage
  3046. ; Close Encounters: ePerk_CloseAndPersonal
  3047. ; Shock and Awe: ePerk_Rocketeer
  3048. ; Holo-Targeting: ePerk_TracerBeams
  3049. ; Vital Point Targeting: ePerk_XenobiologyOverlays
  3050.  
  3051.  
  3052. ; 11 = Sniper subclass "Sniper"
  3053. SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Medal_CouncilB, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_DamnGoodGround, Captain1=ePerk_Executioner, Major=ePerk_TacticalSense, Colonel1=ePerk_DoubleTap )
  3054. SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Gunslinger, Sergeant1=ePerk_PrecisionShot, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_BringEmOn, Colonel1=ePerk_Mayhem )
  3055. SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_LowProfile, Sergeant1=ePerk_DisablingShot, Lieutenant1=ePerk_Medal_UrbanB, Captain1=ePerk_PlatformStability, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_InTheZone )
  3056. ; 15 = Sniper stat bonuses
  3057. SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
  3058. SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=20 )
  3059. SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3060.  
  3061. ; 21 = Sniper subclass "Scout"
  3062. SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_DamnGoodGround, Sergeant1=ePerk_Medal_CouncilB, Lieutenant1=ePerk_Sprinter, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_SmokeandMirrors, Colonel1=ePerk_InTheZone )
  3063. SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_TacticalSense, Captain1=ePerk_LowProfile, Major=ePerk_BringEmOn, Colonel1=ePerk_ReinforcedArmor )
  3064. SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_Gunslinger, Sergeant1=ePerk_BattleScanner, Lieutenant1=ePerk_Medal_UrbanB, Captain1=ePerk_Aggression, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_GeneMod_MimeticSkin )
  3065. ; 25 = Scout stat bonuses
  3066. SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
  3067. SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3068. SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
  3069.  
  3070. ; 12 = Heavy subclass Rocketeer
  3071. SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_Mayhem, Major=ePerk_Rocketeer, Colonel1=ePerk_Implanted )
  3072. SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_WilltoSurvive, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_Opportunist, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII )
  3073. SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_RifleSuppression_DEPRECATED,Sergeant1=ePerk_Foundry_AdvancedFlight, Lieutenant1=ePerk_PlatformStability, Captain1=ePerk_TacticalSense, Major=ePerk_DoubleTap, Colonel1=ePerk_DangerZone )
  3074. ; 16 = Rocketeer stat bonuses
  3075. SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3076. SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=3, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=133, Colonel1=000 )
  3077. SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3078.  
  3079. ; 22 = Heavy subclass Gunner
  3080. SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_AdvancedFireControl, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_PlatformStability, Major=ePerk_DoubleTap, Colonel1=ePerk_Mayhem )
  3081. SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_HEATAmmo, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Resilience, Major=ePerk_RapidFire, Colonel1=ePerk_ExtraConditioning )
  3082. SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_ShredderRocket, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_DangerZone, Major=ePerk_BulletSwarm, Colonel1=ePerk_Sentinel )
  3083. ; 26 = Gunner Stat Bonuses
  3084. SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3085. SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
  3086. SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
  3087.  
  3088. ; 13 = Support subclass Medic
  3089. SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_CovertPockets, Sergeant1=ePerk_Revive, Lieutenant1=ePerk_Dazed, Captain1=ePerk_CombatDrugs, Major=ePerk_Sprinter, Colonel1=ePerk_Savior )
  3090. SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_SmokeBomb, Captain1=ePerk_DenseSmoke, Major=ePerk_Bombard, Colonel1=ePerk_DeepPockets )
  3091. SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_FocusedSuppression, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_BulletSwarm, Captain1=ePerk_Opportunist, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_ExtraConditioning )
  3092. ; 17 = Medic stat bonuses
  3093. SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=2, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3094. SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3095. SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=30, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
  3096.  
  3097. ; 23 = Support subclass Engineer
  3098. SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_ImmuneToDisable_DEPRECATED, Sergeant1=ePerk_RifleSuppression_DEPRECATED, Lieutenant1=ePerk_Repair, Captain1=ePerk_DenseSmoke, Major=ePerk_DeepPockets, Colonel1=ePerk_Bombard )
  3099. SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_SmokeBomb, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_BattleScanner, Major=ePerk_HEATAmmo, Colonel1=ePerk_FireRocket )
  3100. SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_Mayhem, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII)
  3101. ; 27 = Engineer Stat Bonuses
  3102. SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3103. SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3104. SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=10, Sergeant1=000, Lieutenant1=3, Captain1=000, Major=133, Colonel1=000 )
  3105.  
  3106. ; 14 = Assault subclass Assault
  3107. SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_Aggression, Lieutenant1=ePerk_RapidFire, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_Sprinter, Colonel1=ePerk_LightningReflexes )
  3108. SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_CloseCombatSpecialist, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_CloseAndPersonal, Captain1=ePerk_KillerInstinct, Major=ePerk_BringEmOn, Colonel1=ePerk_XenobiologyOverlays )
  3109. SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_Gunslinger, Lieutenant1=ePerk_ReinforcedArmor, Captain1=ePerk_Resilience, Major=ePerk_TacticalSense, Colonel1=ePerk_ExtraConditioning )
  3110. ; 18 = Assault Stat Bonuses
  3111. SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
  3112. SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=2, Lieutenant1=5, Captain1=000, Major=000, Colonel1=000 )
  3113. SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
  3114.  
  3115. ; 24 = Assault subclass Infantry
  3116. SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_Opportunist, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_TacticalSense, Major=ePerk_Sentinel, Colonel1=ePerk_RapidFire )
  3117. SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_Executioner, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_Gunslinger, Captain1=ePerk_Disabled_DEPRECATED, Major=ePerk_BringEmOn, Colonel1=ePerk_ExtraConditioning )
  3118. SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_Aggression, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_Medal_UrbanB, Major=ePerk_Resilience, Colonel1=ePerk_XenobiologyOverlays )
  3119. ; 28 = Infantry Stat Bonuses
  3120. SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=000 )
  3121. SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=3, Lieutenant1=000, Captain1=0, Major=000, Colonel1=144 )
  3122. SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
  3123.  
  3124. ; Perk tree-dependent bonus STAT INCREASES // stats are =xyz, where x is mobility (0->0, 1->1, 2->-1), y is aim, z is will
  3125. ; MEC subclasses are derived from the infantry subclass, MEC subclass = soldier subclass + 20
  3126. ; 31 = MEC subclass "MEC Sniper / Jaeger"
  3127. SoldierPerkTrees=(SoldierType=31, Squaddie=0, Corporal1=ePerk_Medal_UrbanB, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_ShredderRocket, Colonel1=ePerk_PlasmaBarrage )
  3128. SoldierPerkTrees=(SoldierType=31, Squaddie=ePerk_Squadsight, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_AutoThreatAssessment, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_DamageControl, Major=ePerk_BringEmOn, Colonel1=ePerk_AbsorptionFields )
  3129. SoldierPerkTrees=(SoldierType=31, Squaddie=0, Corporal1=ePerk_DamnGoodGround, Sergeant1=ePerk_Executioner, Lieutenant1=ePerk_Medal_CouncilB, Captain1=ePerk_Aggression, Major=ePerk_RepairServos, Colonel1=ePerk_InTheZone )
  3130. ; 35 = Jaeger stat bonuses
  3131. SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=0 )
  3132. SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=2, Major=000, Colonel1=200 )
  3133. SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=2, Colonel1=0 )
  3134.  
  3135. ; 41 = MEC subclass "MEC Scout / Pathfinder"
  3136. SoldierPerkTrees=(SoldierType=41, Squaddie=0, Corporal1=ePerk_Medal_CouncilB, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_AbsorptionFields )
  3137. SoldierPerkTrees=(SoldierType=41, Squaddie=ePerk_ReinforcedArmor, Corporal1=ePerk_AdvancedFireControl, Sergeant1=ePerk_Medal_UrbanB, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Aggression, Major=ePerk_Squadsight, Colonel1=ePerk_RapidFire )
  3138. SoldierPerkTrees=(SoldierType=41, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_DamnGoodGround, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_DamageControl, Major=ePerk_BringEmOn, Colonel1=ePerk_LightningReflexes )
  3139. ; 45 = Pathfinder Stat Bonuses
  3140. SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
  3141. SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3142. SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3143.  
  3144. ; 32 = MEC subclass "MEC Rocketeer / Archer"
  3145. SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_Mayhem, Lieutenant1=ePerk_ImmuneToDisable_DEPRECATED, Captain1=ePerk_Barrage, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
  3146. SoldierPerkTrees=(SoldierType=32, Squaddie=ePerk_Bombard, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_DamageControl, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_DeepPockets, Major=ePerk_DoubleTap, Colonel1=ePerk_Foundry_PistolIII )
  3147. SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_ReactiveTargetingSensors, Major=ePerk_DangerZone, Colonel1=ePerk_Grenadier )
  3148. ; 36 = Archer Stat bonuses
  3149. SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=30, Colonel1=200 )
  3150. SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3151. SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=22, Major=000, Colonel1=000 )
  3152.  
  3153. ; 42 = MEC subclass "MEC Gunner / Goliath"
  3154. SoldierPerkTrees=(SoldierType=42, Squaddie=0, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_BringEmOn, Captain1=ePerk_HEATAmmo, Major=ePerk_BulletSwarm, Colonel1=ePerk_CloseCombatSpecialist)
  3155. SoldierPerkTrees=(SoldierType=42, Squaddie=ePerk_AbsorptionFields, Corporal1=ePerk_Flush, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_Barrage, Colonel1=ePerk_DamageControl )
  3156. SoldierPerkTrees=(SoldierType=42, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_RifleSuppression_DEPRECATED, Lieutenant1=ePerk_Resilience, Captain1=ePerk_ShockAbsorbentArmor, Major=ePerk_RepairServos, Colonel1=ePerk_DeepPockets )
  3157. ; 46 = Goliath Stat Bonuses
  3158. SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3159. SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3160. SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=5, Sergeant1=20, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
  3161.  
  3162. ; 33 = MEC subclass "MEC Medic / Guardian"
  3163. SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_ReactiveTargetingSensors, Sergeant1=ePerk_CoveringFire, Lieutenant1=ePerk_Opportunist, Captain1=ePerk_DamageControl, Major=ePerk_AbsorptionFields, Colonel1=ePerk_DoubleTap )
  3164. SoldierPerkTrees=(SoldierType=33, Squaddie=ePerk_Sentinel, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_AutoThreatAssessment, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_Resilience )
  3165. SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_FieldMedic, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_DeepPockets, Captain1=ePerk_Savior, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_BulletSwarm )
  3166. ; 37 = Guardian Stat Bonuses
  3167. SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
  3168. SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=2 )
  3169. SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=22 )
  3170.  
  3171. ; 43 = MEC subclass "MEC Engineer / Shogun"
  3172. SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_Grenadier, Captain1=ePerk_ShockAbsorbentArmor, Major=ePerk_DeepPockets, Colonel1=ePerk_PlasmaBarrage )
  3173. SoldierPerkTrees=(SoldierType=43, Squaddie=ePerk_Barrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_RepairServos, Lieutenant1=ePerk_DamageControl, Captain1=ePerk_Mayhem, Major=ePerk_AbsorptionFields, Colonel1=ePerk_RapidFire )
  3174. SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_ImmuneToDisable_DEPRECATED, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_ShredderRocket )
  3175. ; 47 = Shogun Stat bonuses
  3176. SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
  3177. SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
  3178. SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=10, Colonel1=000 )
  3179.  
  3180. ; 34 = MEC subclass "MEC Assault / Marauder"
  3181. SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_ShockAbsorbentArmor, Sergeant1=ePerk_Barrage, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
  3182. SoldierPerkTrees=(SoldierType=34, Squaddie=ePerk_CloseandPersonal, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_CloseCombatSpecialist, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Flush, Major=ePerk_ReactiveTargetingSensors, Colonel1=ePerk_RapidFire )
  3183. SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_Aggression, Sergeant1=ePerk_DamageControl, Lieutenant1=ePerk_AutoThreatAssessment, Captain1=ePerk_RepairServos, Major=ePerk_BringEmOn, Colonel1=ePerk_RunAndGun )
  3184. ; 48 = Marauder Stat bonuses
  3185. SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=200, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
  3186. SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
  3187. SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3188.  
  3189. ; 44 = MEC subclass "MEC Infantry / Valkyrie"
  3190. SoldierPerkTrees=(SoldierType=44, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_DamageControl, Major=ePerk_RepairServos, Colonel1=ePerk_AbsorptionFields )
  3191. SoldierPerkTrees=(SoldierType=44, Squaddie=ePerk_PlasmaBarrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_Opportunist, Major=ePerk_Aggression, Colonel1=ePerk_RapidFire )
  3192. SoldierPerkTrees=(SoldierType=44, Squaddie=0, Corporal1=ePerk_RifleSuppression_DEPRECATED, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_Disabled_DEPRECATED, Captain1=ePerk_Medal_UrbanB, Major=ePerk_Barrage, Colonel1=ePerk_XenobiologyOverlays )
  3193. ; 48 = Valkyrie Stat bonuses
  3194. SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
  3195. SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3196. SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
  3197.  
  3198. ;LW Psi perk tree with 6 ranks
  3199. SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_MindFray, Corporal1=ePerk_PsiInspiration, Sergeant1=ePerk_MindMerge, Lieutenant1=ePerk_TelekineticField, Captain1=0, Major=0, Colonel1=0)
  3200. SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_BrainFeedback, Corporal1=0, Sergeant1=0, Lieutenant1=0, Captain1=ePerk_MindControl, Major=ePerk_Rift, Colonel1=0)
  3201. SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_RegenPheromones,Corporal1=ePerk_DistortionField, Sergeant1=ePerk_PsiPanic, Lieutenant1=ePerk_Foundry_SHIVSuppression, Captain1=0, Major=0, Colonel1=0)
  3202.  
  3203. [XComGame.XGTacticalGameCore]
  3204. ; Psi Perk Configuration
  3205. ; Perk-DNC TargetWill RequiredTech (Notes) +Fatigue
  3206. ItemBalance_Easy=(eItem=29, iCash=50, iElerium=36, iAlloys=10, iTime=0, iEng=24) ; 29=ePerk_GeneMod_BrainFeedback, 36=eTech_InterrogateFloater
  3207. ItemBalance_Easy=(eItem=149, iCash=50, iElerium=40, iAlloys=10, iTime=0, iEng=24) ; 149=ePerk_GeneMod_RegenPheromones, 40=eTech_InterrogateThinMan Regen Biofield
  3208. ItemBalance_Easy=(eItem=68, iCash=50, iElerium=4, iAlloys=10, iTime=0, iEng=24) ; 68=ePerk_MindFray, 4=eTech_PsiLabs
  3209. ItemBalance_Easy=(eItem=70, iCash=60, iElerium=35, iAlloys=20, iTime=0, iEng=6) ; 70=ePerk_PsiInspiration, 35=eTech_InterrogateSectoid
  3210. ItemBalance_Easy=(eItem=146, iCash=60, iElerium=37, iAlloys=20, iTime=0, iEng=6) ; 146=ePerk_DistortionField, 37=eTech_InterrogateMuton Distortion Field
  3211. ItemBalance_Easy=(eItem=74, iCash=70, iElerium=6, iAlloys=20, iTime=0, iEng=6) ; 74=ePerk_MindMerge, 6=eTech_AutopsySectoidCommander
  3212. ItemBalance_Easy=(eItem=69, iCash=70, iElerium=38, iAlloys=20, iTime=0, iEng=6) ; 69=ePerk_PsiPanic, 38=eTech_InterrogateSectoidCommander
  3213. ItemBalance_Easy=(eItem=72, iCash=80, iElerium=56, iAlloys=30, iTime=0, iEng=12) ; 72=ePerk_TelekineticField, 56=eTech_AutopsyEthereal
  3214. ItemBalance_Easy=(eItem=119, iCash=80, iElerium=39, iAlloys=30, iTime=0, iEng=12) ; 119=ePerk_Foundry_SHIVSuppression, 39=eTech_InterrogateBerserker Psychokinetic Strike
  3215. ItemBalance_Easy=(eItem=71, iCash=95, iElerium=43, iAlloys=30, iTime=0, iEng=12) ; 71=ePerk_MindControl, 43=eTech_InterrogateEthereal
  3216. ItemBalance_Easy=(eItem=73, iCash=120, iElerium=0, iAlloys=0, iTime=0, iEng=12) ; 73=ePerk_Rift, specially coded requirement
  3217.  
  3218. ; Gene Mod Configuration
  3219. ; Perk-DNC $Cost RequiredTech Meld DaysinTank +Fatigue
  3220. ItemBalance_Easy=(eItem=4, iCash=30, iElerium=53, iAlloys=10, iTime=10, iEng=6) ; ePerk_GeneMod_SecondHeart 53=Muton Elite Autopsy
  3221. ItemBalance_Easy=(eItem=20, iCash=20, iElerium=47, iAlloys=8, iTime=6, iEng=9) ; ePerk_GeneMod_Adrenal 47=Muton Autopsy
  3222. ItemBalance_Easy=(eItem=28, iCash=20, iElerium=51, iAlloys=12, iTime=10, iEng=6) ; ePerk_GeneMod_BrainDamping 51=Berserker Autopsy
  3223. ItemBalance_Easy=(eItem=155, iCash=15, iElerium=44, iAlloys=8, iTime=4, iEng=3) ; ePerk_Medal_DefenderB (Smart Macrophages) 44=Sectoid Autopsy
  3224. ItemBalance_Easy=(eItem=30, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_Pupils 13=Xenogenetics
  3225. ItemBalance_Easy=(eItem=38, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_DepthPerception 13=Xenogenetics
  3226. ItemBalance_Easy=(eItem=42, iCash=25, iElerium=58, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BioelectricSkin 58=Seeker Autopsy
  3227. ItemBalance_Easy=(eItem=148, iCash=20, iElerium=50, iAlloys=10, iTime=10, iEng=12); ePerk_GeneMod_IronSkin 50=Cyberdisc Autopsy
  3228. ItemBalance_Easy=(eItem=50, iCash=20, iElerium=46, iAlloys=12, iTime=7, iEng=9) ; ePerk_GeneMod_MuscleFiber 46=Thin Man Autopsy
  3229. ItemBalance_Easy=(eItem=45, iCash=30, iElerium=48, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BoneMarrow 48=Chryssalid Autopsy
  3230.  
  3231. [XComGame.XComPerkManager]
  3232.  
  3233. ; Don't change these; too much hardcoded that corresponds to this
  3234. GeneModPerkTree=(Chest1=ePerk_GeneMod_SecondHeart, Chest2=ePerk_GeneMod_Adrenal, Brain1=ePerk_GeneMod_BrainDamping, Brain2=ePerk_Medal_DefenderB, Eyes1=ePerk_GeneMod_Pupils, Eyes2=ePerk_GeneMod_DepthPerception, Skin1=ePerk_GeneMod_BioelectricSkin, Skin2=ePerk_GeneMod_IronSkin, Legs1=ePerk_GeneMod_MuscleFiber, Legs2=ePerk_GeneMod_BoneMarrow)
  3235.  
  3236. ; Perks exposed to Training Roulette
  3237. ; Can add or remove fairly freely, but make sure you avoid putting any Squaddie (Specialist) perks in this list; it will screw up the subclass system
  3238. ; Also some perks (like multi-shot perks) don't stack well, so please don't complain of bugs when you make changes here
  3239. RandomPerks=ePerk_Aggression
  3240. RandomPerks=ePerk_TacticalSense
  3241. RandomPerks=ePerk_Flush
  3242. RandomPerks=ePerk_BringEmOn
  3243. RandomPerks=ePerk_CloseCombatSpecialist
  3244. RandomPerks=ePerk_ExtraConditioning
  3245. RandomPerks=ePerk_Resilience
  3246. RandomPerks=ePerk_TracerBeams
  3247. RandomPerks=ePerk_WillToSurvive
  3248. RandomPerks=ePerk_DamnGoodGround
  3249. RandomPerks=ePerk_Gunslinger
  3250. RandomPerks=ePerk_BattleScanner
  3251. RandomPerks=ePerk_Executioner
  3252. RandomPerks=ePerk_Opportunist
  3253. RandomPerks=ePerk_LowProfile
  3254. RandomPerks=ePerk_Sprinter
  3255. RandomPerks=ePerk_CoveringFire
  3256. RandomPerks=ePerk_DeepPockets
  3257. RandomPerks=ePerk_RifleSuppression_DEPRECATED
  3258. RandomPerks=ePerk_Disabled_DEPRECATED
  3259. RandomPerks=ePerk_Poisoned
  3260. RandomPerks=ePerk_Medal_UrbanB
  3261. RandomPerks=ePerk_Medal_DefenderA
  3262. RandomPerks=ePerk_Medal_CouncilB
  3263. RandomPerks=ePerk_XenobiologyOverlays
  3264. RandomPerks=ePerk_Foundry_PistolIII
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