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- ; LONG WAR DGC.INI
- [XComGame.XGTacticalGameCore]
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- ;BalanceMods_Easy controls initial alien difficulty-based bonuses above/below baseline set in Characters entry.
- ;iCritHit sets difficulty level (0 - 3); Critical Hit chance cannot be modded in BalanceMods_Easy
- ;These are not cumulative across difficulty levels!
- ;Normal
- BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- ;Classic
- BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- ;Brutal
- BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
- BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
- BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=20 )
- BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
- ;Impossible
- BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Floater, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Thinman, iDamage=1, iCritHit=3, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
- BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
- BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Zombie, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Outsider, iDamage=1, iCritHit=3, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=0, iMobility=0, iWill=25 )
- BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_Seeker, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
- BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
- ; ALIEN AUTOMATIC UPGRADES
- ;iDamage=Damage Bonus
- ;iCritHit=Alien Research threshhold to apply bonus;
- ;iAim=xxyy (xx=critical bonus, yy=aim bonus);
- ;iDefense=xxyy (x.x=Damage Reduction; yy Defense bonus)
- ;iHP=xxyy (xx=ShieldHp; yy HP bonus)
- ;iMobility=Mobility Bonus
- ;iWill=xxyy (xx=bonus regen (above +2 base granted by perk 45), yy Will bonus)
- BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=1, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=330, iAim=404,iDefense=0,iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=450, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=450, iAim=404,iDefense=0,iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=200)
- BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=350, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=350, iAim=400,iDefense=0,iHP=0, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=480, iAim=404,iDefense=4, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=480, iAim=404,iDefense=0, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=480, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=480, iAim=4,iDefense=4, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=630, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=630, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=630, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=630, iAim=5,iDefense=4, iHP=2, iMobility=1, iWill=200)
- BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=900, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=900, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=200)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=30, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=120, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=240, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=300, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=360, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=420, iAim=4, iDefense=0, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=510, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=600, iAim=4, iDefense=4, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=690, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=900, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
- BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=1200, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=240, iAim=5, iDefense=0, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=330, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=570, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=690, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=780, iAim=505,iDefense=0, iHP=0, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=900, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=1200, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=90, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=210, iAim=500,iDefense=0, iHP=1, iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=360, iAim=505,iDefense=3, iHP=0, iMobility=1, iWill=203)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=450, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=600, iAim=505,iDefense=3, iHP=1, iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=700, iAim=505,iDefense=3, iHP=0, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=800, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=900, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
- BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=1200, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=210, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=330, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=420, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=510, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=600, iAim=202,iDefense=2, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=700, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=800, iAim=2, iDefense=3, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=900, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=1200, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=270, iAim=0, iDefense=1000, iHP=2, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=360, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=420, iAim=0, iDefense=1000, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=720, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=900, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1200, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=100)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=400, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=480, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=110)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=660, iAim=0, iDefense=4, iHP=3, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=780, iAim=0, iDefense=3, iHP=3, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=900, iAim=0, iDefense=4, iHP=5, iMobility=1, iWill=110)
- BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1200, iAim=0, iDefense=5, iHP=5, iMobility=1, iWill=110)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=360, iAim=0, iDefense=1000, iHP=3, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=420, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=500, iAim=4, iDefense=0, iHP=2, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=600, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=2, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=900, iAim=404,iDefense=4, iHP=2, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=500, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=2, iMobility=1, iWill=105)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=700, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=800, iAim=404,iDefense=4, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=900, iAim=4, iDefense=5, iHP=5, iMobility=1, iWill=110)
- BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=1200, iAim=4, iDefense=5, iHP=10, iMobility=1, iWill=110)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=400)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=15)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=540, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=215)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=700, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
- BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=150, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=102)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=2, iMobility=1, iWill=102)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=550, iAim=0, iDefense=5, iHP=1, iMobility=1, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=650, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=102)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=725, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=800, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
- BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=900, iAim=0, iDefense=5, iHP=2, iMobility=2, iWill=202)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=210, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=360, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=330, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=2, iMobility=2, iWill=103)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=500, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
- BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=0, iDefense=4000, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=600, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=4, iCritHit=700, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=800, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=900, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=1200, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=15, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=30, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=45, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=60, iAim=0, iDefense=400, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=120, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=270, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=360, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=900, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=105)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=120, iAim=4, iDefense=5, iHP=2, iMobility=1, iWill=105)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=240, iAim=404,iDefense=1002, iHP=3, iMobility=0, iWill=105)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=360, iAim=4, iDefense=1002, iHP=3, iMobility=1, iWill=105)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=480, iAim=404,iDefense=2, iHP=0, iMobility=1, iWill=5)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=600, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=750, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=5)
- BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=900, iAim=1010, iDefense=1000,iHP=3, iMobility=1, iWill=105)
- BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=1500)
- BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=540, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=700, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=900, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=102,iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=101,iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=420, iAim=4, iDefense=1000, iHP=102,iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=500, iAim=404,iDefense=4, iHP=3, iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=103,iMobility=1, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=700, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=900, iAim=8, iDefense=1000, iHP=303,iMobility=0, iWill=3)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=150, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=210, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=240, iAim=2, iDefense=1005, iHP=0, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=300, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=420, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=540, iAim=2, iDefense=1000, iHP=0, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=700, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=800, iAim=2, iDefense=0, iHP=3, iMobility=1, iWill=0)
- BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=900, iAim=6, iDefense=1005, iHP=5, iMobility=3, iWill=0)
- ; ALIEN Leader and Navigator bonuses
- ; Leader upgrades are only applied to pod leaders (1 unit per pod; leader level is rolled randomly based on alien research)
- ; Navigator upgrades can be applied to ANY pod member of that alien type
- ; iCritHit -- low 2 digits hold leader level/navigator chance (if <10 is leader level, if >= 10 is % chance for navigator upgrade)
- ; high digits hold alien research level (roughly days passed) when that leader/navigator becomes possible
- ; iHP, iAim, iDamage, iWill -- normal stat upgrades
- ; iMobility -- perk ID to grant;
- ; iDefense -- pawn unit scaling information 0 = 1.00 scaling; scaling is cumulative, negative scaling leads to smaller enemies
- ; Level 8 leaders are temple ship AND monsters only
- ; Level 9 leaders are monsters
- ; special alien perks: 115 gives shredder ammo to any shooter alien; 120 gives cloaking ability to seekers
- ;
- BalanceMods_Hard=(eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Zombie, iDamage=0, iCritHit=45099,iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
- ;Sectoid Leaders
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=5, iWill=5); Low Profile
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=4, iDefense=2, iHP=0, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=4, iAim=4, iDefense=2, iHP=1, iMobility=11, iWill=5); Executioner
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=23, iWill=5); Rapid Reaction
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=6, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=7, iAim=4, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=8, iAim=4, iDefense=0, iHP=5, iMobility=45, iWill=5); Regeneration
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=9, iAim=4, iDefense=0, iHP=2, iMobility=138, iWill=5); Combined Arms
- ;Sectoid Navigators
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=99, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=3020, iAim=3, iDefense=0,iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=18020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30015,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=15);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=10);
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=27099,iAim=0, iDefense=0,iHP=0, iMobility=5, iWill=0); Low Profile
- BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=72099,iAim=0, iDefense=0,iHP=1, iMobility=45, iWill=5); Regeneration
- ;Floater Leaders
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=4, iDefense=1, iHP=1, iMobility=47, iWill=2); Covering Fire
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=15, iWill=2); DamnGoodGround
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=3, iAim=4, iDefense=1, iHP=1, iMobility=40, iWill=2); Close Combat Specialist
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=4, iAim=0, iDefense=1, iHP=1, iMobility=25, iWill=2); Danger Zone
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=5, iAim=2, iDefense=1, iHP=1, iMobility=31, iWill=2); Sprinter
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6, iAim=4, iDefense=1, iHP=1, iMobility=93, iWill=2); Mayhem
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=7, iAim=8, iDefense=1, iHP=5, iMobility=26, iWill=2); Ready for Anything
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=139, iWill=2); Repair Servos
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=2); Tactical Sense
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=2); Combined Arms
- ;Floater Navigators
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=4, iDefense=0, iHP=1, iMobility=25, iWill=0); Danger Zone
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=24015,iAim=2,iDefense=0, iHP=1, iMobility=0, iWill=2);
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=9020,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=18015,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
- BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=21020,iAim=4, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ;Thin Man Leaders
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=11, iWill=4); Executioner
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=22, iWill=4); Close and Personal
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=3, iAim=5, iDefense=0, iHP=1, iMobility=153, iWill=4); Sharpshooter
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=81, iWill=4); Bombard
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=5, iAim=0, iDefense=0, iHP=1, iMobility=23, iWill=5); Rapid Reaction
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=1, iMobility=31, iWill=5); Sprinter
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=7, iAim=10,iDefense=0, iHP=1, iMobility=35, iWill=6); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=7); Aggression
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
- ;Thin Man Navigators
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=11, iWill=2); Executioner
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=15, iWill=2); Damn Good Ground
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9015,iAim=0,iDefense=0, iHP=1, iMobility=31, iWill=0); Sprinter
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=18015,iAim=0,iDefense=0, iHP=1, iMobility=35, iWill=0); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=24099,iAim=0,iDefense=0, iHP=1, iMobility=45, iWill=0); Regeneration
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=55010,iAim=5,iDefense=0, iHP=-4, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=40099,iAim=0,iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
- ;Muton Leaders
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=2, iDefense=2, iHP=2, iMobility=47, iWill=3); Covering Fire
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=2, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=2, iDefense=2, iHP=1, iMobility=64, iWill=3); HEAT Warheads
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=4, iAim=2, iDefense=1, iHP=1, iMobility=81, iWill=3); Bombard
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=2, iDefense=2, iHP=2, iMobility=17, iWill=4); Will to Survive
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=6, iAim=2, iDefense=1, iHP=1, iMobility=54, iWill=4); Sentinel
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=126, iWill=4); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=112, iWill=4); Tandem Warheads
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=5); Aggression
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
- ;Muton Navigators
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=0, iMobility=47, iWill=0); Covering Fire
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=12025,iAim=0, iDefense=1,iHP=0, iMobility=30, iWill=0); HyperReactivePupils
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=15025,iAim=0, iDefense=1,iHP=0, iMobility=38, iWill=0); Depth Perception
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=45010,iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=65050,iAim=0, iDefense=0,iHP=0, iMobility=112, iWill=0); Tandem Warheads
- ;Cyberdisc Leaders
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=4, iHP=1, iMobility=81, iWill=0); Bombard
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=3, iAim=0, iDefense=4, iHP=1, iMobility=134, iWill=0); Damage Control
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=2, iDefense=4, iHP=1, iMobility=139, iWill=0); Repair Servos
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=5, iAim=2, iDefense=12, iHP=1, iMobility=32, iWill=0); Aggression
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=30006,iAim=2, iDefense=4, iHP=2, iMobility=23, iWill=0); Rapid Reaction
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=7, iAim=2, iDefense=4, iHP=3, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=5, iDefense=25, iHP=15, iMobility=138, iWill=0); Combined Arms
- BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=64, iWill=0); HEAT Warheads
- ; Sectoid Commander Leaders
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=146, iWill=4); Distortion Field
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=5, iWill=4); Low Profile
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=3, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=4, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=30005,iAim=0, iDefense=1, iHP=1, iMobility=32, iWill=4); Aggression
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=33006,iAim=0, iDefense=1, iHP=1, iMobility=40, iWill=4); Close Combat Specialist
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=36007,iAim=0, iDefense=1, iHP=1, iMobility=149, iWill=4); Regen Biofield
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=10); Combined Arms
- ;Sectoid Commander Navigators
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=94, iWill=0); Gunslinger
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=25, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=42099,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
- ;Heavy Floater Leaders
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=5, iHP=2, iMobility=139, iWill=2); Repair Servos
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=2); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=34, iWill=2); Close and Personal
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=1, iMobility=81, iWill=2); Bombard
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=2); Tactical Sense
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=36006,iAim=2, iDefense=0, iHP=1, iMobility=26, iWill=2); Ready for Anything
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=42007,iAim=2, iDefense=10, iHP=2, iMobility=17, iWill=2); Will to Survive
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=8, iAim=3, iDefense=0, iHP=3, iMobility=93, iWill=5); Mayhem
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=3, iDefense=0, iHP=3, iMobility=25, iWill=5); Danger Zone
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=9, iAim=500, iDefense=0,iHP=0, iMobility=138, iWill=0); Combined Arms
- ;Heavy Floater Navigators
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=15, iWill=1); Damn Good Ground
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=38, iWill=1); Depth Perception
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=115, iAim=0, iDefense=0, iHP=1, iMobility=59, iWill=0); Sapper
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=36025, iAim=3, iDefense=0,iHP=1,iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=27020, iAim=2, iDefense=0,iHP=1,iMobility=25, iWill=0); Danger Zone
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30020, iAim=2, iDefense=0,iHP=1,iMobility=93, iWill=0); Mayhem
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30010, iAim=0, iDefense=0,iHP=0,iMobility=115, iWill=0); Shredder Ammo
- BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=25, iAim=3, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
- ;Muton Elite Leaders
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=2, iDefense=3, iHP=2, iMobility=126, iWill=3); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=81, iWill=3); Bombard
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=1, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=3, iAim=2, iDefense=3, iHP=2, iMobility=33, iWill=3); Tactical Sense
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=4, iAim=1, iDefense=1, iHP=1, iMobility=39, iWill=4); Bring 'Em On
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=5, iAim=2, iDefense=3, iHP=2, iMobility=54, iWill=4); Sentinel
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=6, iAim=1, iDefense=1, iHP=1, iMobility=17, iWill=4); Will to Survive
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=45007,iAim=2, iDefense=5,iHP=2, iMobility=144, iWill=4); Reactive Targeting Sensors
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=10, iMobility=32, iWill=30); Aggression
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=66008,iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0,iMobility=115, iWill=0); Shredder Ammo
- ;Muton Elite Navigators
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=36099, iAim=0, iDefense=1, iHP=0, iMobility=30, iWill=2); HyperReactivePupils
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=42099, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=0, iMobility=47, iWill=2); Covering Fire
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=64, iWill=0); HEAT Warheads
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=81, iWill=0); Bombard
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=70099, iAim=0, iDefense=1, iHP=1, iMobility=58, iWill=0); Lock N' Load
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=5, iDefense=1, iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=50010, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20);
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=115, iAim=0, iDefense=1, iHP=0, iMobility=24, iWill=0); Grenadier
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60033, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=45010, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60015, iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
- ;Ethereal Leaders
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=36001,iAim=0, iDefense=0,iHP=2, iMobility=146, iWill=3); Distortion Field
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=39002,iAim=0, iDefense=0,iHP=2, iMobility=143, iWill=4); Shock Absorbent Armor
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=42003,iAim=0, iDefense=0,iHP=2, iMobility=0, iWill=4);
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=45004,iAim=0, iDefense=0,iHP=2, iMobility=31, iWill=4); Sprinter
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=48005,iAim=0, iDefense=0,iHP=2, iMobility=11, iWill=5); Executioner
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=51006,iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=5);
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=54007,iAim=0, iDefense=0,iHP=5, iMobility=3, iWill=15); Squadsight
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=8, iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=15);
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=9, iAim=0, iDefense=0,iHP=5, iMobility=138, iWill=15); COmbined Arms
- ;Ethereal Regeneration
- BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=199, iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=15);
- ;Uber Ethereal
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=143, iWill=0); Shock-Absorbent Armor
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=146, iWill=0); Distortion Field
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=10, iWill=0); Opportunist
- BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=34, iWill=0); Close Encounters
- ;Chryssalid Queens
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=1, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=2, iAim=0, iDefense=5, iHP=1, iMobility=35, iWill=5); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=5, iHP=2, iMobility=45, iWill=5); Regeneration
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=4, iAim=0, iDefense=5, iHP=1, iMobility=31, iWill=5); Sprinter
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=5, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=6, iAim=0, iDefense=5, iHP=1, iMobility=143, iWill=5); Shock Absorbent Armor
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=7, iAim=0, iDefense=5, iHP=5, iMobility=0, iWill=5)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=5)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=9, iAim=0, iDefense=120,iHP=20, iMobility=43, iWill=5); Resilience
- ;Chryssalid Navigators
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=25, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=20, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=15, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=10, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=18099,iAim=0,iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
- BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
- ;Berserker Leaders
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3)
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=3, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=3, iAim=0, iDefense=3, iHP=2, iMobility=45, iWill=3); Regeneration
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=4, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=5, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=6, iAim=0, iDefense=3, iHP=2, iMobility=31, iWill=3); Sprinter
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=7, iAim=0, iDefense=15,iHP=5, iMobility=0, iWill=3);
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=3);
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=9, iAim=0, iDefense=15,iHP=15, iMobility=33, iWill=3); Tactical Sense
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
- ;Berserker Navigators
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=50, iWill=0); Muscle Fiber Density
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=25, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=20, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
- BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=10, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
- ;Outsider Leaders
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=5, iDefense=5, iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=10, iWill=10); Opportunist
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=3, iAim=5, iDefense=5, iHP=0, iMobility=35, iWill=10); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=4, iAim=5, iDefense=0, iHP=0, iMobility=26, iWill=10); Ready For Anything
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=5, iAim=5, iDefense=30,iHP=10, iMobility=40, iWill=10); Close Combat Specialist
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=0, iMobility=54, iWill=10); Sentinel
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=86, iWill=10); Damage Control
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=20, iMobility=138, iWill=10); Combined Arms
- ;Outsider Navigator
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=10); Regeneration
- BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=60099,iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
- ;Sectopod Leaders
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=36003,iAim=0, iDefense=10,iHP=5, iMobility=139, iWill=0); Repair Servos
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=42004,iAim=0, iDefense=10,iHP=5, iMobility=90, iWill=0); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=66005,iAim=0, iDefense=10,iHP=5, iMobility=54, iWill=0); Sentinel
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=72006,iAim=0, iDefense=10,iHP=5, iMobility=144, iWill=0); Reactive Targeting Sensors
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=99907,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=139, iWill=0); Repair Servos
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=54, iWill=0); Sentinel
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=144, iWill=0); Reactive Targeting Sensors
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=30,iDefense=20,iHP=35, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=90, iWill=0); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=138, iWill=0); Combined Arms
- ;Drone Leaders
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=0, iDefense=10,iHP=0, iMobility=19, iWill=0); Holo-Targeting
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=2, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=7, iAim=15, iDefense=20,iHP=15,iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=8, iAim=0, iDefense=10,iHP=0, iMobility=142, iWill=0); Absorption Field
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=9, iAim=10, iDefense=20,iHP=30,iMobility=126, iWill=0); Light 'Em Up
- ;Drone Navigators
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=199, iAim=0, iDefense=-20, iHP=0,iMobility=0, iWill=0); Early game Small drone
- BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=12090, iAim=0, iDefense=20, iHP=0,iMobility=19,iWill=0); Holo-Targeting
- ;Mectoid Leaders
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=11, iWill=3); Executioner
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=141, iWill=3); Platform Stability
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=133, iWill=3); Advanced Fire Control
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=139, iWill=3); Repair Servos
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=2, iMobility=23, iWill=3); Rapid Reaction
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=2, iCritHit=7, iAim=2, iDefense=20,iHP=10, iMobility=144, iWill=3); El Maxtoid; Reactive Targeting Sensors
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
- ;Mectoid Navigator
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
- BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
- ;Seeker Leaders
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=2, iDefense=5, iHP=3, iMobility=19, iWill=0); Holo-Targeting
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=3, iAim=2, iDefense=5, iHP=3, iMobility=23, iWill=0); Rapid Reaction
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=4, iAim=2, iDefense=5, iHP=5, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=5, iAim=2, iDefense=10, iHP=5, iMobility=141, iWill=0); Platform Stability
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=6, iAim=2, iDefense=10, iHP=5, iMobility=86, iWill=0); Damage Control
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=7, iAim=2, iDefense=10, iHP=10, iMobility=34, iWill=0); Close Encounters
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=9, iAim=2, iDefense=10, iHP=10, iMobility=138, iWill=0); Combined Arms
- ;Seeker Navigators
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
- BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=167,iAim=0, iDefense=0, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
- ;Exalt
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=10, iWill=0); Opportunist
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=0); Tactical Sense
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=21, iWill=2); Suppression
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=39, iWill=0); Bring 'Em On
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=2); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=43, iWill=0); Resilience
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=9, iAim=10, iDefense=0,iHP=10, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=-5, iDefense=0,iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=5, iDefense=0,iHP=-1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
- BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=3, iDefense=0, iHP=0, iMobility=153, iWill=0); Sharpshooter
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=3, iDefense=0, iHP=0, iMobility=5, iWill=2); Low Profile
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=4, iAim=3, iDefense=0, iHP=1, iMobility=32, iWill=2); Aggression
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=6, iAim=3, iDefense=0, iHP=0, iMobility=11, iWill=2); Executioner
- BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=14, iWill=0); In the Zone
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=47, iWill=2); Covering Fire
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=0); Grenadier
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=2); Danger Zone
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=90, iWill=0); Heat Ammo
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
- BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=66, iWill=0); Javelin Rockets
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=2); Covering Fire
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=1); Tactical Sense
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=2); Sprinter
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=2); Opportunist
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=45, iWill=1); Regeneration
- BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=24, iWill=0); Grenadier
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=3); Opportunist
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=32, iWill=0); Aggression
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=3); Lightning Reflexes
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=81, iWill=0); Bombardier
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=43, iWill=3); Resilience
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=9, iAim=10,iDefense=0, iHP=10, iMobility=153, iWill=25); Sharpshooter
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=15, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
- BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=33, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=0, iWill=1);
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=153, iWill=1); Sharpshooter
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=32, iWill=1); Aggression
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=159, iWill=1); Lone Wolf
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=93, iWill=1); Mayhem
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=14, iWill=1); In the Zone
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=7, iAim=5, iDefense=0, iHP=1, iMobility=39, iWill=3); Bring 'Em On
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=13); Combined Arms
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=3, iDefense=0, iHP=1, iMobility=3, iWill=1); Squadsight
- BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=7, iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=1); Danger Zone
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=66, iWill=1); Javelin Rockets
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'em Up
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=1); Grenadier
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=1); HEAT Ammo
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=81, iWill=1); Bombardier
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=92, iWill=2); Rocketeer
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=9, iAim=2, iDefense=0, iHP=10, iMobility=33, iWill=12); Tactical Sense
- BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=1); Covering Fire
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=52, iWill=1); Dense Smoke
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=1); Sprinter
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=45, iWill=1); Regeneration
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=1); Opportunist
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=5, iWill=2); Low Profile
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
- BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=8, iMobility=126, iWill=10); Light 'Em Up
- ; 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.
- HQ_BASE_POWER=30; Normal
- HQ_BASE_POWER=30; Classic
- HQ_BASE_POWER=30; Brutal
- HQ_BASE_POWER=30; Impossible
- ; Soldier Values and starting stat modifiers
- NUM_STARTING_SOLDIERS=40
- SOLDIER_COST=10 ; All Difficulties
- BARRACKS_CAPACITY=100
- LOW_AIM=60 ; Minimum starting aim for rookie; Midpoint set by soldier character entry; Max = (2 * Mid) - Min
- LOW_MOBILITY=13 ; Minimum starting mobility for rookie; Midpoint set in soldier character entry; Max = (2 * Mid) - Min
- HIGH_MOBILITY=-5 ; Relative starting defense, added to amounts in Characters= and BalanceMods entries
- LOW_WILL=16 ; Minimum Starting Will for rookie; midpoint set by soldier character entry; Max = (2 * Mid) - Min
- HIGH_WILL=3 ; Minimum Starting hp for rookie; midpoitn set by soldier character entry; Max = (2 * Mid) - Min
- ROOKIE_AIM=1 ; Point cost for aim in soldier build
- ROOKIE_MOBILITY=104 ; xxyy: xx = Point cost for defense; yy = Point cost for mobility
- ROOKIE_STARTING_WILL=301 ; xxyy: xx = Point cost for hit points; yy = Point cost for will
- SOLDIER_COST_HARD=13 ; Minimum mobility for new soldier / blueshirt to auto-equip Tac Armor instead of Tac Vest
- SOLDIER_COST_CLASSIC=63 ; Minimum aim for new soldier / blueshirt to auto-equip Assault Rifle instead of Assault Carbine
- 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)
- PSI_TRAINING_HOURS=32
- PSI_NUM_TRAINING_SLOTS=3 ; Not much point in changing this; UI-limited; could repurpose this with changes to 3 functions
- BASE_DAYS_INJURED = 620 ; max hours a soldier can be injured
- RAND_DAYS_INJURED = 2745 ; xxyy, where x and y control how days/research alters max injury timeout, d by x / (Days + y)
- RAND_DAYS_INJURED_TANK = 100; %-based scaler for fatigue timeout; 100=100%; 0 should mostly eliminate except for adders
- SPECIES_POINT_LIMIT=6 ; Hours of fatigue per officer level
- ;SHIV Values
- BASE_DAYS_INJURED_TANK = 24 ; hours
- ALLOY_SHIV_HP_BONUS = 10 ; These are "base" hp bonuses that require repair.
- HOVER_SHIV_HP_BONUS = 8
- ; Supra-Class randomization
- ; 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.
- 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.
- ; Initial soldier appearance
- DEFENDER_MEDIKIT = 6 ; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)
- 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)
- ShowUFOsOnMission = -1 ; Rookie headgear; See help file for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.
- ; 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!
- HQ_BASE_POWER = 32 ; Sniper Color
- HQ_BASE_POWER = -1 ; Sniper Headgear
- HQ_BASE_POWER = 15 ; Scout Color
- HQ_BASE_POWER = -1 ; Scout Headgear
- HQ_BASE_POWER = 12 ; Rocketeer Color
- HQ_BASE_POWER = -1 ; Rocketeer Headgear
- HQ_BASE_POWER = 9 ; Gunner Color
- HQ_BASE_POWER = -1 ; Gunner Headgear
- HQ_BASE_POWER = 29 ; Medic Color
- HQ_BASE_POWER = -1 ; Medic Headgear
- HQ_BASE_POWER = 22 ; Engineer Color
- HQ_BASE_POWER = -1 ; Engineer Headgear
- HQ_BASE_POWER = 21 ; Assault Color
- HQ_BASE_POWER = -1 ; Assault Headgear
- HQ_BASE_POWER = 19 ; Infantry Color
- HQ_BASE_POWER = -1 ; Infantry Headgear
- ; Soldier XP Levels
- m_iSoldierXPLevels=0 ; PFC
- m_iSoldierXPLevels=120 ; Specialist
- m_iSoldierXPLevels=350 ; Lance Corporal
- m_iSoldierXPLevels=700 ; Corporal / Lieutenant
- m_iSoldierXPLevels=1200 ; Sergeant / Captain
- m_iSoldierXPLevels=2000 ; Technical Sergeant / Major
- m_iSoldierXPLevels=3000 ; Gunnery Sergeant / Colonel
- m_iSoldierXPLevels=4200 ; Master Sergeant / Field Commander
- ; Psi XP Levels
- m_iPsiXPLevels=0 ; None
- m_iPsiXPLevels=50 ; Awakened
- m_iPsiXPLevels=750 ; Sensitive
- m_iPsiXPLevels=800 ; Talent
- m_iPsiXPLevels=950 ; Adept
- m_iPsiXPLevels=1150 ; Psion
- m_iPsiXPLevels=2000 ; Master
- m_iPsiXPLevels=99999 ; Volunteer
- ; Soldier progression on level up
- ;subclass-specific stat upgrades for Long War
- ; iWill / iAim use format xxyyzz, where zz is fixed, and xx + Rand(yy) is Hidden Potential. Will also gets +Rand(iRandWillIncrease) every level
- ; iHP uses format xxyy, where yy is non-World Diversity fixed, with Roll(xx) chance of +1 using Hidden Potential
- ; +Rand(iRandWillIncrease) Will granted every level to ever class if Hidden Potential not active
- ; iHP: xxyy -- xx is % chance to gain 1 hp with randomized stat upgrades SW option, yy is hp to gain under normal settings
- ; 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
- ; 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
- ; 11 = Sniper subclass "Sniper" (HP = 2, AIM = 28, Will = 21) (55 points)
- SoldierStatProgression=(eClass=11, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
- SoldierStatProgression=(eClass=11, eRank=eRank_Corporal, iHP=2000, iAim=20504, iWill=20805)
- SoldierStatProgression=(eClass=11, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
- SoldierStatProgression=(eClass=11, eRank=eRank_Lieutenant, iHP=2000, iAim=20504, iWill=10402)
- SoldierStatProgression=(eClass=11, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10402)
- SoldierStatProgression=(eClass=11, eRank=eRank_Major, iHP=2000, iAim=20504, iWill=10402)
- SoldierStatProgression=(eClass=11, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
- ; 21 = Sniper subclass "Scout" (HP = 2, AIM = 25, Will = 24) (55 points)
- SoldierStatProgression=(eClass=21, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
- SoldierStatProgression=(eClass=21, eRank=eRank_Corporal, iHP=2000, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=21, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
- SoldierStatProgression=(eClass=21, eRank=eRank_Lieutenant, iHP=2000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=21, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10603)
- SoldierStatProgression=(eClass=21, eRank=eRank_Major, iHP=2000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=21, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
- ; 12 = Heavy subclass "Rocketeer" (HP = 3, AIM = 21, Will = 25) (55 points)
- SoldierStatProgression=(eClass=12, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=12, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=12, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=12, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=12, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=12, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=12, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
- ; 22 = Heavy subclass "Gunner" (HP = 4, AIM = 18, Will = 25) (55 points)
- SoldierStatProgression=(eClass=22, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=22, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
- SoldierStatProgression=(eClass=22, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=22, eRank=eRank_Lieutenant, iHP=4000, iAim=10202, iWill=10603)
- SoldierStatProgression=(eClass=22, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=22, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=22, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
- ; 13 = Support subclass "Medic" (HP = 3, AIM = 18, Will = 28) (55 points)
- SoldierStatProgression=(eClass=13, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=21006)
- SoldierStatProgression=(eClass=13, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=21006)
- SoldierStatProgression=(eClass=13, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10704)
- SoldierStatProgression=(eClass=13, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=13, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=13, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=13, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
- ; 23 = Support subclass "Engineer" (HP = 4, AIM = 18, Will = 25) (55 points)
- SoldierStatProgression=(eClass=23, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=23, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
- SoldierStatProgression=(eClass=23, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=23, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=23, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=23, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=23, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
- ; 14 = Assault subclass "Assault" (HP = 4, AIM = 18, Will = 25) (55 points)
- SoldierStatProgression=(eClass=14, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=14, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
- SoldierStatProgression=(eClass=14, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=14, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=14, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=14, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
- SoldierStatProgression=(eClass=14, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
- ; 24 = Assault subclass "Infantry" (HP = 3, AIM = 21, Will = 25) (55 points)
- SoldierStatProgression=(eClass=24, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=24, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
- SoldierStatProgression=(eClass=24, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=24, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=24, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=24, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
- SoldierStatProgression=(eClass=24, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
- ; MEC subclasses are derived from the infantry subclass, MEC subclass = soldier subclass + 20 STAT INCREASES
- ; 31 = MEC subclass "MEC Sniper / Jaeger" (9 + 28) 37
- SoldierStatProgression=(eClass=31, eRank=eRank_Squaddie, iHP=2000, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Corporal, iHP=2000, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Sergeant, iHP=5001, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Lieutenant, iHP=2000, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Captain, iHP=2000, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Major, iHP=2000, iAim=20705, iWill=602)
- SoldierStatProgression=(eClass=31, eRank=eRank_Colonel, iHP=5001, iAim=20705, iWill=602)
- ; 41 = MEC subclass "MEC Scout / Pathfinder"
- SoldierStatProgression=(eClass=41, eRank=eRank_Squaddie, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Corporal, iHP=4000, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Sergeant, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Lieutenant, iHP=4000, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Captain, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Major, iHP=4000, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=41, eRank=eRank_Colonel, iHP=7001, iAim=20504, iWill=602)
- ; 32 = MEC subclass "MEC Rocketeer / Archer"
- SoldierStatProgression=(eClass=32, eRank=eRank_Squaddie, iHP=6001, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Sergeant, iHP=3000, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Captain, iHP=3000, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=602)
- SoldierStatProgression=(eClass=32, eRank=eRank_Colonel, iHP=6001, iAim=10302, iWill=602)
- ; 42 = MEC subclass "MEC Gunner / Goliath"
- SoldierStatProgression=(eClass=42, eRank=eRank_Squaddie, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Corporal, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Sergeant, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Lieutenant, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Captain, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Major, iHP=9901, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=42, eRank=eRank_Colonel, iHP=9901, iAim=10503, iWill=602)
- ; 33 = MEC subclass "MEC Medic / Guardian"
- SoldierStatProgression=(eClass=33, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=33, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=602)
- ; 43 = MEC subclass "MEC Engineer / Shogun"
- SoldierStatProgression=(eClass=43, eRank=eRank_Squaddie, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Corporal, iHP=5000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Sergeant, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Lieutenant, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Captain, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Major, iHP=5000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=43, eRank=eRank_Colonel, iHP=8001, iAim=10503, iWill=602)
- ; 34 = MEC subclass "MEC Assault / Marauder"
- SoldierStatProgression=(eClass=34, eRank=eRank_Squaddie, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Corporal, iHP=5000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Sergeant, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Lieutenant, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Captain, iHP=8001, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Major, iHP=5000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=34, eRank=eRank_Colonel, iHP=8001, iAim=10503, iWill=602)
- ; 44 = MEC subclass "MEC Infantry / Valkyrie"
- SoldierStatProgression=(eClass=44, eRank=eRank_Squaddie, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Sergeant, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Captain, iHP=7001, iAim=20504, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
- SoldierStatProgression=(eClass=44, eRank=eRank_Colonel, iHP=7001, iAim=20504, iWill=602)
- iRandWillIncrease=4 ; rand(x) to all level ups; turned off if Hidden Potential is active
- iBaseOTSWillIncrease=5 ; bonus will for psis only
- iRandOTSWillIncrease=10 ; bonus random will for psis only
- HQ_STARTING_MONEY=4 ; Master Sergeants will roll on a small harcoded stat bonus table every xth mission
- ; Weights in country selection for new soldiers. The engine sums the total of all weights and then randomly selects among them.
- ; 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.
- ; Do not reorder these, move this section, or try to add other countries; it will break the system.
- HQ_BASE_POWER=45; United States
- HQ_BASE_POWER=25; Russia
- HQ_BASE_POWER=25; China
- HQ_BASE_POWER=25; United Kingdom
- HQ_BASE_POWER=25; Germany
- HQ_BASE_POWER=25; France
- HQ_BASE_POWER=25; Japan
- HQ_BASE_POWER=25; India
- HQ_BASE_POWER=20; Australia
- HQ_BASE_POWER=15; Italy
- HQ_BASE_POWER=18; South Korea
- HQ_BASE_POWER=10; Turkey
- HQ_BASE_POWER=20; Indonesia
- HQ_BASE_POWER=10; Spain
- HQ_BASE_POWER=10; Pakistan
- HQ_BASE_POWER=18; Canada
- HQ_BASE_POWER=10; Iran
- HQ_BASE_POWER=12; Israel
- HQ_BASE_POWER=18; Egypt
- HQ_BASE_POWER=25; Brazil
- HQ_BASE_POWER=12; Argentina
- HQ_BASE_POWER=15; Mexico
- HQ_BASE_POWER=20; South Africa
- HQ_BASE_POWER=10; Poland
- HQ_BASE_POWER=10; Ukraine
- HQ_BASE_POWER=20; Nigeria
- HQ_BASE_POWER=3 ; Venezuela
- HQ_BASE_POWER=10; Greece
- HQ_BASE_POWER=4 ; Colombia
- HQ_BASE_POWER=8 ; Portugal
- HQ_BASE_POWER=10; Sweden
- HQ_BASE_POWER=15; Ireland
- HQ_BASE_POWER=15; Scotland
- HQ_BASE_POWER=10; Norway
- HQ_BASE_POWER=10; Netherlands
- HQ_BASE_POWER=10; Belgium
- HQ_BASE_POWER=2 ; Bosnia and Herzegovina
- HQ_BASE_POWER=1 ; Honduras
- HQ_BASE_POWER=2 ; Algeria
- HQ_BASE_POWER=2 ; Ethiopia
- HQ_BASE_POWER=2 ; Kenya
- HQ_BASE_POWER=1 ; Morocco
- HQ_BASE_POWER=1 ; Tanzania
- HQ_BASE_POWER=1 ; Zimbabwe
- HQ_BASE_POWER=1 ; Bangladesh
- HQ_BASE_POWER=1 ; Kazakhstan
- HQ_BASE_POWER=8 ; Malaysia
- HQ_BASE_POWER=3 ; New Zealand
- HQ_BASE_POWER=3 ; Philippines
- HQ_BASE_POWER=5 ; Saudi Arabia
- HQ_BASE_POWER=4 ; Taiwan
- HQ_BASE_POWER=8 ; Thailand
- HQ_BASE_POWER=6 ; Vietnam
- HQ_BASE_POWER=4 ; Austria
- HQ_BASE_POWER=5 ; Czech Republic
- HQ_BASE_POWER=4 ; Denmark
- HQ_BASE_POWER=5 ; Finland
- HQ_BASE_POWER=3 ; Hungary
- HQ_BASE_POWER=3 ; Romania
- HQ_BASE_POWER=1 ; Cuba
- HQ_BASE_POWER=1 ; Guatemala
- HQ_BASE_POWER=1 ; Panama
- HQ_BASE_POWER=2 ; Chile
- HQ_BASE_POWER=2 ; Ecuador
- HQ_BASE_POWER=2 ; Peru
- HQ_BASE_POWER=0 ; United Nations
- HQ_BASE_POWER=0 ; XCOM
- HQ_BASE_POWER=1 ; Bolivia
- HQ_BASE_POWER=1 ; Nicaragua
- HQ_BASE_POWER=2 ; Bulgaria
- HQ_BASE_POWER=2 ; Croatia
- HQ_BASE_POWER=2 ; Serbia
- HQ_BASE_POWER=1 ; Slovakia
- HQ_BASE_POWER=1 ; Switzerland
- HQ_BASE_POWER=2 ; Angola
- HQ_BASE_POWER=2 ; Ghana
- HQ_BASE_POWER=1 ; Iraq
- HQ_BASE_POWER=1 ; Jordan
- HQ_BASE_POWER=1 ; Syria
- HQ_BASE_POWER=1 ; Mongolia
- HQ_BASE_POWER=1 ; Costa Rica
- HQ_BASE_POWER=1 ; El Salvador
- HQ_BASE_POWER=1 ; Paraguay
- HQ_BASE_POWER=1 ; Uruguay
- HQ_BASE_POWER=1 ; Albania
- HQ_BASE_POWER=2 ; Belarus
- HQ_BASE_POWER=1 ; Estonia
- HQ_BASE_POWER=1 ; Iceland
- HQ_BASE_POWER=1 ; Kosovo
- HQ_BASE_POWER=1 ; Latvia
- HQ_BASE_POWER=1 ; Lithuania
- HQ_BASE_POWER=1 ; Macedonia
- HQ_BASE_POWER=1 ; Moldova
- HQ_BASE_POWER=1 ; Montenegro
- HQ_BASE_POWER=1 ; Slovenia
- HQ_BASE_POWER=1 ; Botswana
- HQ_BASE_POWER=1 ; Cameroon
- HQ_BASE_POWER=1 ; DR Congo
- HQ_BASE_POWER=1 ; Gabon
- HQ_BASE_POWER=1 ; Ivory Coast
- HQ_BASE_POWER=1 ; Libya
- HQ_BASE_POWER=1 ; Mozambique
- HQ_BASE_POWER=1 ; Namibia
- HQ_BASE_POWER=1 ; Senegal
- HQ_BASE_POWER=1 ; Sudan
- HQ_BASE_POWER=1 ; Tunisia
- HQ_BASE_POWER=1 ; Zambia
- HQ_BASE_POWER=1 ; Afghanistan
- HQ_BASE_POWER=1 ; Armenia
- HQ_BASE_POWER=1 ; Azerbaijan
- HQ_BASE_POWER=1 ; Georgia
- HQ_BASE_POWER=1 ; Kuwait
- HQ_BASE_POWER=1 ; Lebanon
- HQ_BASE_POWER=2 ; Oman
- HQ_BASE_POWER=1 ; Palestine
- HQ_BASE_POWER=1 ; Qatar
- HQ_BASE_POWER=1 ; United Arab Emirates
- HQ_BASE_POWER=1 ; Yemen
- HQ_BASE_POWER=1 ; Cambodia
- HQ_BASE_POWER=1 ; Kyrgyzstan
- HQ_BASE_POWER=2 ; Laos
- HQ_BASE_POWER=1 ; Myanmar
- HQ_BASE_POWER=1 ; Nepal
- HQ_BASE_POWER=3 ; Singapore
- HQ_BASE_POWER=1 ; Sri Lanka
- HQ_BASE_POWER=1 ; Tajikistan
- HQ_BASE_POWER=1 ; Uzbekistan
- ;Tactical constants
- LOW_COVER_BONUS=30 ; The defense increase a unit gains from entering low cover
- HIGH_COVER_BONUS=45 ; The defense increase a unit gains from entering high cover
- HUNKER_BONUS=2.0f ; The defense multiplier when the unit hunkers down
- AIR_EVADE_DEF=30 ; The defense increase a unit gains from air evasion bonus (Has char prop eCP_AirEvade)
- NO_COVER_DEF=30 ; innate defense value generally for units who can't take cover (Has char prop eCP_NoCover)
- REACTION_PENALTY=0.7f ; Reaction fire % of normal of hit chance.
- 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.
- DASHING_REACTION_MODIFIER=0.7f ; Reaction fire % of normal *reaction* hit chance against a dashing unit.
- POISONED_AIM_PENALTY=20 ; Offense penalty when you have been hit with acid
- HARDENED_ENEMY_CRIT_VALUE=60 ; Critical penalty against targets with the Hardened property
- FLANKING_CRIT_BONUS=50 ; Critical bonus when enemy is flanked
- SW_FLANK_CRIT=100 ; SECOND WAVE: Crit bonus from Absolutely Critical
- SW_ABDUCTION_SITES=35.0f ; SECOND WAVE: Red Fog aim penalty cap
- SW_COVER_INCREASE=6.0f ; SECOND WAVE: Red Fog mobility penalty cap
- HQASSAULT_MIN_DAYS=14 ; range (in meters) that pistol-slot weapon accuracy degrades
- 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
- CLOSE_RANGE = 14.0f ; Distance at which close range penalties/bonuses are assessed
- AIM_CLIMB = 3.0f
- ASSAULT_AIM_CLIMB = 6.0f ; rate at which weapons with the eWP_Assault property lose aim when they are above the close range threshold
- ASSAULT_LONG_RANGE_MAX_PENALTY = -100
- SNIPER_AIM_FALL = -5.0f ; rate at which weapons with the eWP_Sniper property lose aim when they are under the close range threshold
- GRAPPLE_DIST=15
- MAX_CRIT_WOUND=90 ; chance for a soldier to be critically wounded (instead of dying) can never go over this amount
- UFO_FUSION_SURVIVE=1 ; permanent will loss when a soldier is critically wounded
- SHOOT_WHEN_PANICKED=0 ; when a unit panics, random roll from 0 to this number - 1 (e.g. 0..4)
- 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
- PANIC_SHOT_HIT_PENALTY=80 ; shots taken while panicking subtract this amount from their normal chance to hit
- COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f ; All Gauss-tech weapons nullify this much Damage Reduction
- 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
- ; Some Perk settings
- URBAN_DEFENSE=5 ; Semper Vigilans squad defense bonus (when in cover)
- URBAN_AIM=10 ; Sharpshooter perk bonus
- INTERNATIONAL_WILL=1 ; Legio Patria Nostra Will bonus per nationality
- INTERNATIONAL_AIM=2 ; Band of Warriors aim bonus per continent bonus
- TERRA_WILL=5 ; Esprit de Corps will bonus
- TERRA_DEFENSE=5 ; Esprit de Corps defense bonus
- TERRA_XP=4 ; Into the Breach divisor soldier earns mission complete xp + (mission complete xp / this value)
- COUNCIL_STAT_MAX=8 ; So Others May Live max stat increase allowed. A value of 0 or less means no bonus will ever accrue.
- COUNCIL_FIGHT_BONUS=10 ; Lone Wolf perk bonus
- COUNCIL_FIGHT_TILES=7 ; Lone Wolf minimum tiles
- PSI_TEST_LIMIT=50 ; Governs Servos Perk; % of Repair Servo points lost when taking damage
- HIGH_AIM=10 ; Additive Crit Penalty for each successive In The Zone shot (1 damage penalty per successive shot is hard-coded)
- 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
- REFLECT_DMG=0.33 ; Ethereal reflection will deal this percentage of damage (based on the original attack)
- GENEMOD_BONEMARROW_RECOVERY_BONUS=0.66f ; modifier to time spent recovering from wounds with Bone Marrow Genemod
- FOUNDRY_PISTOL_AIM_BONUS=8 ; Aim Bonus with Pistol II foundry project
- FOUNDRY_SCOPE_CRIT_BONUS=8 ; SCOPE crit bonus with foundry project (Half applied to Laser Sight)
- FOUNDRY_PISTOL_CRIT_BONUS=8 ; Crit bonus with Pistol I foundry project
- MIND_CONTROL_DIFFICULTY=-35 ; penalty that applies to mind control hit chance relative to base psi success rate
- EXALT_LOOT3=-10 ; penalty that applies to psi panic hit chance relative to base psi success rate
- COUNCIL_FUNDING_MULTIPLIER_CLASSIC=276.0;Radius of Area of Effect for Danger Zone perk when coupled with suppression
- COUNCIL_FUNDING_MULTIPLIER_HARD = 0.5f ; HEAT Ammo and Warheads bonus damage multiplier (1 = double damage; 0.5 = 50% damage increase, etc.)
- ; Chance of offscreen kills resulting in zombies on Chryssalid terror missions
- TerrorInfectionChance=1 ; Normal
- TerrorInfectionChance=1 ; Classic
- TerrorInfectionChance=1 ; Brutal
- TerrorInfectionChance=1 ; Impossible
- ; Alien Tactical AI governors
- 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.
- 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.
- ; Alien pod behavior -- chance they will lurk rather than patrol on various mission types
- ABDUCTION_LURK_PCT=50
- SMALL_UFO_LURK_PCT=20
- LARGE_UFO_LURK_PCT=50
- ; Ability governors; higher values mean much more likely to use ability
- ThinManPlagueSlider=5 ; Normal
- ThinManPlagueSlider=5 ; Classic
- ThinManPlagueSlider=5 ; Brutal
- ThinManPlagueSlider=5 ; Impossible
- DeathBlossomSlider=5 ; Normal
- DeathBlossomSlider=5 ; Classic
- DeathBlossomSlider=5 ; Brutal
- DeathBlossomSlider=5 ; Impossible
- BloodCallSlider=7 ; Normal
- BloodCallSlider=7 ; Classic
- BloodCallSlider=7 ; Brutal
- BloodCallSlider=7 ; Impossible
- AlienGrenadeSlider=6 ; Normal
- AlienGrenadeSlider=6 ; Classic
- AlienGrenadeSlider=6 ; Brutal
- AlienGrenadeSlider=6 ; Impossible
- SmokeGrenadeSlider=5 ; Normal
- SmokeGrenadeSlider=5 ; Classic
- SmokeGrenadeSlider=5 ; Brutal
- SmokeGrenadeSlider=5 ; Impossible
- ;Initial Alien Bonus Research; how much ground they have to make up before accumulating bonus research that has an effect on the game
- INTERCEPTOR_REFUEL_HOURS=-90
- ; Multiplier for timing of alien upgrades (%, lower slower later alien upgrades)
- MaxActiveAIUnits=70 ; Normal
- MaxActiveAIUnits=100 ; Classic
- MaxActiveAIUnits=110 ; Brutal
- MaxActiveAIUnits=130 ; Impossible
- ; Strategy Game Constants
- ; Base_Funding: % of each country's total possible satellite funding offered each month when country has no satellite
- BASE_FUNDING = 50 ; Normal
- BASE_FUNDING = 40 ; Classic
- BASE_FUNDING = 33 ; Brutal
- BASE_FUNDING = 25 ; Impossible
- ; Country Funding Multiplier by Difficulty Level; use this to give the system more total cash to give to XCOM
- FundingBalance=1 ; Normal
- FundingBalance=1 ; Classic
- FundingBalance=1 ; Brutal
- FundingBalance=1 ; Impossible
- ; Country Funding Amounts: DO NOT REORDER
- FundingAmounts=160 ; 0fc USA
- FundingAmounts=100 ; 1fc Russia
- FundingAmounts=130 ; 2fc China
- FundingAmounts=110 ; 3fc UK
- FundingAmounts=140 ; 4fc Germany
- FundingAmounts=120 ; 5fc France
- FundingAmounts=150 ; 6fc Japan
- FundingAmounts=100 ; 7fc India
- FundingAmounts=80 ; 8fc Australia
- FundingAmounts=0 ; 9f Italy
- FundingAmounts=0 ; 10f South Korea
- FundingAmounts=0 ; 11f Turkey
- FundingAmounts=0 ; 12f Indonesia
- FundingAmounts=0 ; 13f Spain
- FundingAmounts=0 ; 14f Pakistan
- FundingAmounts=90 ; 15fc Canada
- FundingAmounts=0 ; 16f Iran
- FundingAmounts=0 ; 17f Israel
- FundingAmounts=80 ; 18fc Egypt
- FundingAmounts=100 ; 19fc Brazil
- FundingAmounts=70 ; 20fc Argentina
- FundingAmounts=80 ; 21fc Mexico
- FundingAmounts=70 ; 22fc South Africa
- FundingAmounts=0 ; 23f Poland
- FundingAmounts=0 ; 24f Ukraine
- FundingAmounts=80 ; 25fc Nigeria
- FundingAmounts=0 ; 26f Venezuela
- FundingAmounts=0 ; 27f Greece
- FundingAmounts=0 ; 28f Colombia
- FundingAmounts=0 ; 29f Portugal
- FundingAmounts=0 ; 30f Sweden
- FundingAmounts=0 ; 31f Ireland
- FundingAmounts=0 ; 32f Scotland
- FundingAmounts=0 ; 33f Norway
- FundingAmounts=0 ; 34f Netherlands
- FundingAmounts=0 ; 35f Belgium
- ; Starting Cash Multiplier by Difficulty Level; use this to adjust the starting cash for each country start
- FundingBalance=1.5 ; Normal
- FundingBalance=1.25 ; Classic
- FundingBalance=1 ; Brutal
- FundingBalance=0.75 ; Impossible
- ; Initial Cash Amounts: DO NOT REORDER
- FundingAmounts=400 ; 0fc USA
- FundingAmounts=400 ; 1fc Russia
- FundingAmounts=400 ; 2fc China
- FundingAmounts=400 ; 3fc UK
- FundingAmounts=400 ; 4fc Germany
- FundingAmounts=400 ; 5fc France
- FundingAmounts=400 ; 6fc Japan
- FundingAmounts=400 ; 7fc India
- FundingAmounts=400 ; 8fc Australia
- FundingAmounts=0 ; 9f Italy
- FundingAmounts=0 ; 10f South Korea
- FundingAmounts=0 ; 11f Turkey
- FundingAmounts=0 ; 12 Indonesia
- FundingAmounts=0 ; 13f Spain
- FundingAmounts=0 ; 14 Pakistan
- FundingAmounts=400 ; 15fc Canada
- FundingAmounts=0 ; 16 Iran
- FundingAmounts=0 ; 17f Israel
- FundingAmounts=400 ; 18fc Egypt
- FundingAmounts=400 ; 19fc Brazil
- FundingAmounts=400 ; 20fc Argentina
- FundingAmounts=400 ; 21fc Mexico
- FundingAmounts=400 ; 22fc South Africa
- FundingAmounts=0 ; 23f Poland
- FundingAmounts=0 ; 24f Ukraine
- FundingAmounts=400 ; 25fc Nigeria
- FundingAmounts=0 ; 26 Venezuela
- FundingAmounts=0 ; 27f Greece
- FundingAmounts=0 ; 28f Colombia
- FundingAmounts=0 ; 29 Portugal
- FundingAmounts=0 ; 30f Sweden
- FundingAmounts=0 ; 31f Ireland
- FundingAmounts=0 ; 32f Scotland
- FundingAmounts=0 ; 33f Norway
- FundingAmounts=0 ; 34f Netherlands
- FundingAmounts=0 ; 35f Belgium
- ; Starter, Country and Continent bonuses
- ; 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
- FundingBalance=1 ; Normal
- FundingBalance=1 ; Classic
- FundingBalance=1 ; Brutal
- FundingBalance=1 ; Impossible
- ;Note a single country can map to multiple bonuses, and multiple countries can map to the same bonus
- ;eItem : 0=starting bonus, 1=country bonus, 2=continent bonus
- ;iCash : for countries, starting bonus index -- (if eItem=0);
- ;iElerium : country ID (e.g. 0=USA, 1=Russia) -- -1 for continent bonuses -- see country funding amounts above for country IDs
- ;iAlloys : continent ID (0=North America, 1=South America, 2=Europe, 3=Asia, 4=Africa)
- ;iTime : bonus ID == This is the internal code that activates the bonus. Do not change!
- ;iEng : bonus value (e.g. 10 might be +10% grey market sell price); set to 1 if granting a one-time bonus
- ; Continent bonuses
- ; Bonus Type Starter Index Country ID Continent ID BonusID Bonus Value
- ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=0, iTime=2, iEng=25); Air Superiority (% reduction in aerospace costs)
- ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=1, iTime=3, iEng=30); Power to the People (% reduction in power facility costs)
- ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=3, iTime=4, iEng=25); New Warfare (% reduction in foundry project costs)
- ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=4, iTime=5, iEng=30); Architects of the Future (% reduction in lab and workshop cost)
- ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=2, iTime=6, iEng=20); Wealth of Nations (% bonus in monthly satellite-based funding)
- ; Starting Bonuses
- ItemBalance_Classic=(eItem=0, iCash=0, iElerium=20, iAlloys=1, iTime=21, iEng=5); Patriae Semper Vigilis (# Will bonus on soldier creation)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=2, iElerium=19, iAlloys=1, iTime=35, iEng=1); Jungle Scouts (Grants +1 small slot for early armors)
- ItemBalance_Classic=(eItem=0, iCash=3, iElerium=19, iAlloys=1, iTime=54, iEng=15); Expertise (additive % bonus to research credit bonuses)
- ItemBalance_Classic=(eItem=0, iCash=4, iElerium=19, iAlloys=1, iTime=41, iEng=1); On Our Own (Nothing / Brazil)
- ItemBalance_Classic=(eItem=0, iCash=5, iElerium=15, iAlloys=0, iTime=20, iEng=1); Advanced Preparations (Grants starting lab and workshop)
- ItemBalance_Classic=(eItem=0, iCash=6, iElerium=2, iAlloys=3, iTime=30, iEng=1); Wei Renmin Fuwu (Grants starting workshop and repair bay )
- ItemBalance_Classic=(eItem=0, iCash=7, iElerium=2, iAlloys=3, iTime=47, iEng=100); Xenological Remedies (% bonus for gray market corpse sales)
- 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)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=10, iElerium=18, iAlloys=4, iTime=28, iEng=5); For the Sake of Glory (Grants Advanced Repair foundry project)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=12, iElerium=5, iAlloys=2, iTime=36, iEng=20); Foreign Legion (# bonus soldiers at start)
- ItemBalance_Classic=(eItem=0, iCash=13, iElerium=4, iAlloys=2, iTime=17, iEng=1); Skunkworks (Grants Starting foundry)
- ItemBalance_Classic=(eItem=0, iCash=14, iElerium=4, iAlloys=2, iTime=12, iEng=33); Baumeister (% Reduction in facility build time)
- ItemBalance_Classic=(eItem=0, iCash=15, iElerium=4, iAlloys=2, iTime=52, iEng=50); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
- ItemBalance_Classic=(eItem=0, iCash=16, iElerium=4, iAlloys=2, iTime=41, iEng=1); On Our Own (Nothing / Germany)
- ItemBalance_Classic=(eItem=0, iCash=17, iElerium=7, iAlloys=3, iTime=11, iEng=33); Jai Jawan (2 bonus interceptors + elerium afterburners foundry project)
- ItemBalance_Classic=(eItem=0, iCash=18, iElerium=6, iAlloys=3, iTime=13, iEng=3); Ring of Fire (# bonus steam vents)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=20, iElerium=6, iAlloys=3, iTime=32, iEng=7); Kiryu-Kai Commander (Grants soldier of rank # in random class)
- ItemBalance_Classic=(eItem=0, iCash=21, iElerium=6, iAlloys=3, iTime=48, iEng=5); Robotics (# bonus aim for new SHIVs and MECs)
- ItemBalance_Classic=(eItem=0, iCash=22, iElerium=6, iAlloys=3, iTime=41, iEng=1); On Our Own (Nothing / Japan)
- ItemBalance_Classic=(eItem=0, iCash=23, iElerium=21, iAlloys=0, iTime=18, iEng=500); Wealthy Benefactor (# bonus in starting cash)
- ItemBalance_Classic=(eItem=0, iCash=24, iElerium=21, iAlloys=0, iTime=23, iEng=209); Ancient Artifact (# enum of free item at game start)
- ItemBalance_Classic=(eItem=0, iCash=25, iElerium=21, iAlloys=0, iTime=55, iEng=20); Legacy of Uxmal (additive % increase in psionic training chance)
- ItemBalance_Classic=(eItem=0, iCash=26, iElerium=25, iAlloys=4, iTime=8, iEng=1); Pax Nigerina (# Mobility bonus on soldier creation)
- ItemBalance_Classic=(eItem=0, iCash=27, iElerium=25, iAlloys=4, iTime=43, iEng=50); The Old Path (% reduction in Psionic training time)
- ItemBalance_Classic=(eItem=0, iCash=28, iElerium=25, iAlloys=4, iTime=41, iEng=1); On Our Own (Nothing / Nigeria)
- ItemBalance_Classic=(eItem=0, iCash=29, iElerium=1, iAlloys=2, iTime=14, iEng=31); Sukhoi Company (Grants Improved Avionics (Foundry project #) foundry project)
- ItemBalance_Classic=(eItem=0, iCash=30, iElerium=1, iAlloys=2, iTime=29, iEng=50); Roscosmos (% reduction in satellite build cost; 2nd small radar)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=32, iElerium=22, iAlloys=4, iTime=27, iEng=1); Survival Training (# HP bonus on soldier creation)
- ItemBalance_Classic=(eItem=0, iCash=33, iElerium=3, iAlloys=2, iTime=15, iEng=3); Special Air Service (# Aim bonus on soldier creation)
- ItemBalance_Classic=(eItem=0, iCash=34, iElerium=3, iAlloys=2, iTime=26, iEng=28); Their Finest Hour (Grants Penetrator Weapons (Foundry project #) foundry project)
- ItemBalance_Classic=(eItem=0, iCash=35, iElerium=3, iAlloys=2, iTime=50, iEng=33); Cadre (% reduction in total ranks for officer upgrades)
- ItemBalance_Classic=(eItem=0, iCash=36, iElerium=0, iAlloys=0, iTime=19, iEng=90); Special Warfare School (% reduction in OTS project cash cost)
- 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)
- 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)
- ItemBalance_Classic=(eItem=0, iCash=39, iElerium=0, iAlloys=0, iTime=41, iEng=1); On Our Own (Nothing / USA)
- ;ItemBalance_Classic=(eItem=0, iCash=100, iElerium=0, iAlloys=0, iTime=100, iEng=1); Roll the Dice (Placeholder, not coded)
- ; Coded continent bonuses (uncomment to make available)
- ; ItemBalance_Classic=(eItem=0, iCash=40, iElerium=7, iAlloys=3, iTime=33, iEng=1); Research Focus (2 Free Labs)
- ; ItemBalance_Classic=(eItem=0, iCash=41, iElerium=2, iAlloys=3, iTime=34, iEng=1); Assembly Line (2 Free Workshops)
- ; ItemBalance_Classic=(eItem=0, iCash=42, iElerium=19, iAlloys=1, iTime=22, iEng=24); Jungle Scouts (alt - Grants Tactical Rigging)
- ; Country Bonuses (Comment all out to play without country bonuses)
- 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)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=25, iAlloys=4, iTime=43, iEng=20); The Old Path (% reduction in Psionic training time)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=22, iAlloys=4, iTime=44, iEng=2); 1st Recce (# bonus defense for new scout-sniper soldiers)
- 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)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=7, iAlloys=3, iTime=46, iEng=5); Jai Vidwan (% bonus for lab adjacencies)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=2, iAlloys=3, iTime=47, iEng=34); Xenological Remedies (% bonus for gray market corpse sales)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=6, iAlloys=3, iTime=48, iEng=2); Robotics (# bonus aim for new SHIVs and MECs)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=1, iAlloys=2, iTime=49, iEng=1); Spetznaz (# bonus hp for new tactical soldiers)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=3, iAlloys=2, iTime=50, iEng=15); Cadre (% reduction in total ranks for officer upgrades)
- 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)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=4, iAlloys=2, iTime=52, iEng=15); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=20, iAlloys=1, iTime=53, iEng=20); Bounties (% cash bonus from abductions)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=19, iAlloys=1, iTime=54, iEng=10); Expertise (additive % bonus to research credit bonuses)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=21, iAlloys=0, iTime=55, iEng=10); Legacy of Uxmal (additive % increase in psionic training chance)
- ItemBalance_Classic=(eItem=1, iCash=0, iElerium=15, iAlloys=0, iTime=56, iEng=2); Task Force Arrowhead (# bonus will for new support soldiers)
- 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)
- ; 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)
- ; 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)
- ; Monthly personnel rewards for each country -- defined once for all difficulties
- ContBalance_Easy[0]=(eCont=0, iEngineers1=0, iScientists1=1) ;United States
- ContBalance_Easy[1]=(eCont=1, iEngineers1=0, iScientists1=1) ;Russia
- ContBalance_Easy[2]=(eCont=2, iEngineers1=1, iScientists1=0) ;China
- ContBalance_Easy[3]=(eCont=3, iEngineers1=0, iScientists1=1) ;United Kingdom
- ContBalance_Easy[4]=(eCont=4, iEngineers1=1, iScientists1=0) ;Germany
- ContBalance_Easy[5]=(eCont=5, iEngineers1=0, iScientists1=1) ;France
- ContBalance_Easy[6]=(eCont=6, iEngineers1=0, iScientists1=1) ;Japan
- ContBalance_Easy[7]=(eCont=7, iEngineers1=1, iScientists1=0) ;India
- ContBalance_Easy[8]=(eCont=8, iEngineers1=1, iScientists1=0) ;Australia
- ContBalance_Easy[9]=(eCont=9) ;
- ContBalance_Easy[10]=(eCont=10) ;
- ContBalance_Easy[11]=(eCont=11) ;
- ContBalance_Easy[12]=(eCont=12) ;
- ContBalance_Easy[13]=(eCont=13) ;
- ContBalance_Easy[14]=(eCont=14) ;
- ContBalance_Easy[15]=(eCont=15, iEngineers1=0, iScientists1=1) ;Canada
- ContBalance_Easy[16]=(eCont=16) ;
- ContBalance_Easy[17]=(eCont=17) ;
- ContBalance_Easy[18]=(eCont=18, iEngineers1=1, iScientists1=0) ;Egypt
- ContBalance_Easy[19]=(eCont=19, iEngineers1=0, iScientists1=1) ;Brazil
- ContBalance_Easy[20]=(eCont=20, iEngineers1=1, iScientists1=0) ;Argentina
- ContBalance_Easy[21]=(eCont=21, iEngineers1=1, iScientists1=0) ;Mexico
- ContBalance_Easy[22]=(eCont=22, iEngineers1=0, iScientists1=1) ;South Africa
- ContBalance_Easy[23]=(eCont=23) ;
- ContBalance_Easy[24]=(eCont=24) ;
- ContBalance_Easy[25]=(eCont=25, iEngineers1=0, iScientists1=1) ;Nigeria
- ContBalance_Easy[26]=(eCont=26) ;
- ContBalance_Easy[27]=(eCont=27) ;
- ContBalance_Easy[28]=(eCont=28) ;
- ContBalance_Easy[29]=(eCont=29) ;
- ContBalance_Easy[30]=(eCont=30) ;
- ContBalance_Easy[31]=(eCont=31) ;
- ContBalance_Easy[32]=(eCont=32) ;
- ContBalance_Easy[33]=(eCont=33) ;
- ContBalance_Easy[34]=(eCont=34) ;
- ContBalance_Easy[35]=(eCont=35) ;
- ; Loot and Rewards
- ABDUCTION_REWARD_CASH=100 ; Cash for a "heavy" mission; light, moderate and swarming missions have hardcoded multipliers
- ; Resources from alien corpses / wrecks: The values are all 10 times of the actual awarded value to allow for decimals
- ;=xxyy, where xx is "alternate" unit type, and yy is "primary" unit type
- ; For DRONE, "alternate" = Seeker, "primary" = Drone
- ; For HFLOATER, "alternate" = Floater, "primary" = Heavy Floater
- ; Elerium Loot
- CYBERDISC_ELERIUM=40 ; 4
- HFLOATER_ELERIUM=1020 ; Floater = 1, H. Floater = 2
- DRONE_ELERIUM=1010 ; Seeker = 1, Drone = 1
- SECTOPOD_ELERIUM=100 ; 10
- MECHTOID_ELERIUM=40 ; 4
- CYBERDISC_ALLOYS=40 ; 4
- HFLOATER_ALLOYS=1020 ; Floater = 1, H. Floater = 2
- DRONE_ALLOYS=2010 ; Seeker = 2.0, Drone = 1.0
- SECTOPOD_ALLOYS=10 ; 5
- MECHTOID_ALLOYS=6 ; 3
- MECHTOID_MELD=20 ; 2
- HFLOATER_MELD=205 ; Floater = 0.2, H. Floater = 0.5
- CB_FUNDING_BONUS=5 ; Exalt Elite Meld = 0.5
- CB_FUTURECOMBAT_BONUS=1 ; All other alien / EXALT units = 0.1 MELD
- COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1.0f ; Multiplier for output of Meld Cans on all difficulties
- ; Total Fragments from alien weapons after mission multiplied by these numbers
- FragmentBalance=0.13 ; Normal
- FragmentBalance=0.13 ; Classic
- FragmentBalance=0.10 ; Brutal
- FragmentBalance=0.10 ; Impossible
- ; Base UFO Alloys multiplied by these numbers
- ALLOY_UFO_BALANCE=1.2f ; Normal
- ALLOY_UFO_BALANCE=1.1f ; Classic
- ALLOY_UFO_BALANCE=1 ; Brutal
- ALLOY_UFO_BALANCE=1 ; Impossible
- UFO_ELERIUM_PER_POWER_SOURCE=30 ; Normal
- UFO_ELERIUM_PER_POWER_SOURCE=30 ; Classic
- UFO_ELERIUM_PER_POWER_SOURCE=30 ; Brutal
- UFO_ELERIUM_PER_POWER_SOURCE=30 ; Impossible
- ; Base alloys provided by each UFO class. Hardcoded to increase by 20% when corresponding UFO analysis tech is finished
- UFOAlloys=38 ; Scouts and Fighters
- UFOAlloys=52 ; Raiders and Destroyers
- UFOAlloys=66 ; Harvesters and Abductors
- UFOAlloys=80 ; Transports and Terror Ships
- UFOAlloys=90 ; Battleships and Assault Carriers
- UFOAlloys=90 ; Overseer
- MIN_WRECKED_ALLOYS=0.3f ; Crashed UFO will have at least this much % of UFOAlloys
- MAX_WRECKED_ALLOYS=0.45f ; Crashed UFO will have at most this much unless EMP used
- MAX_LOST_WRECKED_ELERIUM=1 ; Crashed UFO will have lost at most this much
- MIN_LOST_WRECKED_ELERIUM=0.7f ; Crashed UFO will have lost at least this much
- EXALT_LOOT1=10 ; Amount of EXALT loot (art, item 222) you get when defeating exalt HQ
- ;% Chance to recover intact when UFO crashes unless EMP used
- UFO_PS_SURVIVE=20 ; Power Supply
- UFO_NAV_SURVIVE=25 ; Nav Computer
- UFO_STASIS_SURVIVE=30 ; Stasis Capsule
- UFO_SURGERY_SURVIVE=30 ; Alien Surgery
- UFO_FOOD_SURVIVE=50 ; Alien Food
- ;% EMP Cannon BONUS Chance to recover intact loot and % of alloys recovered when UFO crashes because of an EMP-armed aircraft
- SW_ELERIUM_HALFLIFE=20.0f
- ;% Alien Strategic AI resource numbers
- ; Base alien resource gain from harvest mission (+ rand(5))
- UFOAlloys=10 ; Scout Harvest
- UFOAlloys=17 ; Raider Harvest
- UFOAlloys=27 ; Harvester Harvest
- UFOAlloys=37 ; Transport Harvest
- ; Resource value of each UFO (alien loss when shot down)
- UFOAlloys=5 ; Scout Resource value
- UFOAlloys=12 ; Destroyer Resource value
- UFOAlloys=18 ; Abductor Resource value
- UFOAlloys=24 ; Transport Resource value
- UFOAlloys=40 ; Battleship Resource value
- UFOAlloys=25 ; Overseer Resource value
- UFOAlloys=6 ; Fighter Resource value
- UFOAlloys=10 ; Raider Resource value
- UFOAlloys=15 ; Harvester Resource value
- UFOAlloys=25 ; Terror Ship Resource value
- UFOAlloys=35 ; Assault Carrier Resource value
- ; HARDCODED LOOT NOTES
- ; Scout/Fighter: 1 PS, 2 NAV
- ; Raider/Destroyer: 2 PS, 4 NAV
- ; Abductor/Harvester: 2 PS, 4 NAV, 6 Stasis, 2 Surgery
- ; Transport/Terror Ship: 4 PS, 4 NAV, 10 Food, 8 Stasis, 2 Surgery
- ; Battleship/Assault Carrier: 4 PS, 6 NAV, 2 Fusion Cores
- ; Overseer: 4 PS, 4 NAV
- ; Headquarters Values
- ; Research/Laboratories
- NUM_STARTING_SCIENTISTS=10
- LAB_MINIMUM=10
- LAB_MULTIPLE=10
- LAB_BONUS=0.2
- LAB_ADJACENCY_BONUS=0.1
- ; Engineering/Workshops
- NUM_STARTING_ENGINEERS=10
- WORKSHOP_MINIMUM=10
- WORKSHOP_MULTIPLE=10
- WORKSHOP_REBATE_PCT=10 ; Value is the alloy/elerium rebate for the first workshop, with additional workshops the bonus scales asympotically to 50%
- WORKSHOP_ENG_BONUS=10 ; Value is the cash reduction for first workshop, with additional workshops the bonus scales asymptotically to 50%
- ABDUCTION_REWARD_ENG=0.03f ; Scaling factor for time-to-complete item/foundry projects ... rate of time-decrease at optimal engineers
- ; Repair Bay
- 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.
- CB_EXPERT_BONUS=80 ; % of normal build time an item repair takes (also goes down with engineers and Adv Repair foundry project)
- 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)
- ; Power plant numbers must be synchronized with power in facilities entries
- POWER_NORMAL = 8 ; Fission Plant
- POWER_THERMAL = 25 ; Thermal Plant
- POWER_ELERIUM = 35 ; Elerium Plant
- POWER_ADJACENCY_BONUS=3 ; Bonus power from two adjacent power plants of any type
- NUM_STARTING_STEAM_VENTS=2 ; No longer randomized in Long War; this is exactly how many you get
- ; Hangar
- 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.
- INTERCEPTOR_REARM_HOURS=80 ; Hours to add any alien-technology-based weapon
- INTERCEPTOR_TRANSFER_TIME=18 ; Hours to send interceptor to another continent
- BASE_SKYRANGER_MAINTENANCE=20 ; $$ per month
- ; Initial Squad Size. Capped at 12 regardless of upgrades. Changing this will only affect new campaigns.
- SKYRANGER_CAPACITY = 6
- ; Satellite management
- UPLINK_MULTIPLE=10 ; Engineers per Uplink
- NEXUS_MULTIPLE=20 ; Engineers per Nexus
- UPLINK_CAPACITY = 1 ; Satellites per uplink
- UPLINK_ADJACENCY_BONUS = 1
- NEXUS_CAPACITY = 2 ; Satellites per Nexus
- ; Dimnishing Returns SW Option
- SW_SATELLITE_INCREASE=1.155f ; results in 10x cost for 16th satellite
- ; Base Building Values
- BASE_EXCAVATE_CASH_COST = 10 ; Level 1
- BASE_REMOVE_CASH_COST = 5
- BASE_EXCAVATE_DAYS = 5
- BASE_REMOVAL_DAYS = 0
- ; Alien Strategic AI
- AI_TERRORIZE_MOST_PANICKED = 75 ; Chance the aliens will hit the highest-panicked adjacent country on several mission types
- ; Mission Timers: All numbers are in half-hours
- UFO_CRASH_TIMER = 72 ; 36 hours
- TERROR_TIMER = 48 ; 24 hours
- UFO_LANDED_TIMER = 30 ; 15 hours
- ABDUCTION_TIMER = 16 ; 8 hours, also used for council missions
- ; Council mission scheduling
- COUNCIL_DAY=17
- COUNCIL_RAND_DAYS=10
- ; Satellite hunting
- UFO_FIND_STEALTH_SAT=0.30
- UFO_FIND_SAT=0.60
- UFO_SECOND_PASS_FIND_STEALTH_SAT=0.50
- UFO_SECOND_PASS_FIND_SAT=0.90
- ; UFO hunting
- 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
- ; 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.
- STARTING_PANIC_EASY=200 ; Normal
- STARTING_PANIC_NORMAL=400 ; Classic
- STARTING_PANIC_HARD=600 ; Brutal
- STARTING_PANIC_CLASSIC=800 ; Impossible
- 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!
- ; Mission panic values
- 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
- PANIC_TERROR_CONTINENT=20 ; Continental Panic when terror mission fails
- 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
- 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)
- PANIC_UFO_SHOOTDOWN=-2
- PANIC_UFO_ASSAULT=-2
- PANIC_SAT_DESTROYED_CONTINENT=5
- PANIC_SAT_DESTROYED_COUNTRY=25
- PANIC_SAT_ADDED_COUNTRY=-10
- PANIC_SAT_ADDED_CONTINENT=0
- PANIC_ALIENBASE_CONQUERED=-5 ; Continental panic drop when base defeated
- PANIC_ALIENBASE_CONQUERED_CLASSIC_AND_IMPOSSIBLE=-20 ; Country Panic drop when base defeated
- PANIC_EXALT_RAIDED=-5 ; Worldwide Drop after Exalt HQ defeated
- PANIC_EXALT_RAIDED_CLASSIC_AND_IMPOSSIBLE=-5 ; Worldwide Drop
- 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
- PANIC_UFO_ESCAPED=2 ; Panic increase for any failed raid on a landed UFO
- PANIC_ABDUCTION_COUNTRY_EASY=25
- PANIC_ABDUCTION_COUNTRY_NORMAL=25
- PANIC_ABDUCTION_COUNTRY_HARD=25
- PANIC_ABDUCTION_COUNTRY_CLASSIC=25
- PANIC_ABDUCTION_CONTINENT_EASY=0
- PANIC_ABDUCTION_CONTINENT_NORMAL=20
- PANIC_ABDUCTION_CONTINENT_HARD=20
- PANIC_ABDUCTION_CONTINENT_CLASSIC=20
- PANIC_ABDUCTION_THWARTED_CONTINENT=0
- PANIC_ABDUCTION_THWARTED_COUNTRY=-2
- ; Country defection values
- PANIC_DEFECT_THRESHHOLD_EASY=95 ; Normal; Minimum Panic level to face defection roll at the end of the month
- PANIC_DEFECT_THRESHHOLD_NORMAL=95 ; Classic
- PANIC_DEFECT_THRESHHOLD_HARD=95 ; Brutal
- PANIC_DEFECT_THRESHHOLD_CLASSIC=95 ; Impossible
- PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=95
- PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=95
- PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=95
- PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=95
- PANIC_DEFECTIONS_PER_MONTH_EASY=16 ; Countries you can lose per month
- PANIC_DEFECTIONS_PER_MONTH_NORMAL=16
- PANIC_DEFECTIONS_PER_MONTH_HARD=16
- PANIC_DEFECTIONS_PER_MONTH_CLASSIC=16
- PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=1 ; Normal; % chance of leaving per panic point
- PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=1 ; Classic
- PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=1 ; Brutal
- PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=1 ; Impossible
- SAT_HELP_DEFECT=0.5 ; Normal; If country has satellite, this is chance of leaving council if at PANIC_DEFECT_THRESHOLD
- SAT_HELP_DEFECT=0.5 ; Classic
- SAT_HELP_DEFECT=0.5 ; Brutal
- SAT_HELP_DEFECT=0.5 ; Impossible
- 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
- SAT_NEARBY_HELP_DEFECT=0.9
- SAT_NEARBY_HELP_DEFECT=0.9
- SAT_NEARBY_HELP_DEFECT=0.9
- 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
- SAT_PANIC_REDUCTION_PER_MONTH=5
- SAT_PANIC_REDUCTION_PER_MONTH=5
- SAT_PANIC_REDUCTION_PER_MONTH=5
- PANIC_5_REDUCTION_CHANCE=50 ; Normal % chance of satellite-based reduction if panic >= 95
- PANIC_5_REDUCTION_CHANCE=50 ; Classic
- PANIC_5_REDUCTION_CHANCE=50 ; Brutal
- PANIC_5_REDUCTION_CHANCE=50 ; Impossible
- PANIC_4_REDUCTION_CHANCE=10 ; Normal; else % chance of reduction if panic >= 80
- PANIC_4_REDUCTION_CHANCE=10
- PANIC_4_REDUCTION_CHANCE=10
- PANIC_4_REDUCTION_CHANCE=10
- PANIC_LOW_REDUCTION_CHANCE=0 ; % chance of reduction if panic < 80
- PANIC_LOW_REDUCTION_CHANCE=0
- PANIC_LOW_REDUCTION_CHANCE=0
- PANIC_LOW_REDUCTION_CHANCE=0
- ; Dynamic War SW Option
- ; SW_MARATHON is the master variable governing mission density and frequency, resource acquisition, XP and some costs in Dynamic War.
- ; 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.
- ; Going above 1 is fine if you want a campaign even longer than the default when when DW is turned off.
- SW_MARATHON=0.5f
- ; SW_ELERIUM_LOSS governs variance in mission timing in Dynamic War.
- ; Higher numbers mean missions of each type will tend to occur on a more regular, "clockwork" basis based on alien supply and aggro.
- ; Lower numbers mean more clumping of missions and longer dry spells for each mission type.
- ; Minimum setting is 1. Maximum setting is 227 divided by (/) SW_Marathon.
- ; Recommended range is 20 to 100 for campaigns where SW_Marathon is significantly < 1.
- ; For campaigns around 1, lower numbers (even 1) are fine.
- ; 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.
- SW_ELERIUM_LOSS=40
- ; Second Wave
- ENABLE_SECOND_WAVE = 1
- ; Top down view
- ;
- ; B
- ; \
- ; \
- ; A-----^
- ; T
- ;
- ; T is a target with cover in the direction of '^'.
- ; A is a shooter with the maximum aiming angle aim bonus
- ; B is a shooter with the minimum aiming angle aim bonus
- ; The aiming angle bonus increases linearly in the angle range between A and B
- 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
- SW_AIMING_ANGLE_MINBONUS=5 ; Shooter B's aiming angle bonus is SW_AIMING_ANGLE_MINBONUS
- SW_AIMING_ANGLE_MAXBONUS=-5 ; Shooter A's aiming angle bonus is [T's Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]
- ; Spares, reserved for future use
- ; Ints
- ; Items -- All difficulties
- ; Armors
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ;SHIVs
- 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 )
- 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 )
- 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 )
- ;covert ops
- 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 )
- ; mec armors
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ; Weapons: iSuppression value holds ammo, format xxyy, where xx is shots WITH ammo conservation; yy is shots WITHOUT ammo conservation
- ; Class Limitations:
- ; eWP_AnyClass: Any of the 8 fully human subclasses plus rookies, not MECs or SHIVs
- ; eWP_Support: Gunner
- ; eWP_Heavy: Rocketeer
- ; eWP_Sniper: Sniper. This affects weapon performance, so only use on sniper rifles and small items.
- ; eWP_Assault: Assault. This affects weapon performance, so only use on shotguns and small items.
- ; eWP_Overheats: Scout
- ; eWP_UnlimitedAmmo: Engineer. This also grants unlimited ammo if used on a weapon that pays attention to the iSuppression variable.
- ; eWP_Rifle: Infantry, Engineer, Medic, Assault, Scout
- ; eWP_Mec: MEC. Can stack with eWP_Integrated and any of the human limitations.
- ; eWP_Integrated: SHIV. Can stack with eWP_Mec and any of the human limitations.
- ; eWP_Psionic: Psionic. Must also included a property opening it up to a regular class, such eWP_AnyClass, or it will be unequippable.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ;Mec Large Items
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- ;Grenades
- 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
- 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
- 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 )
- 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 )
- 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 )
- 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 )
- 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
- 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 )
- 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
- 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
- ;Soldier small items
- ; 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ;Pistol slot arc thrower mod substitute line; comment out eItem_ArcThrower line above and uncomment this one to activate it
- 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 );
- ; Mec small items
- 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
- 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
- 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
- ; Shiv small items
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ;Mec / SHIV dual use items
- 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
- 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
- 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
- ; Human / SHIV item
- 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
- ; Human / MEC items
- 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
- 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
- ; Human / SHIV / MEC treble use items
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- ;Alien Items
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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 )
- 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 )
- 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 )
- 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 )
- 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
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- 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 )
- ; No idea whether these do anything
- PerkWeapons=(ePerk=ePerk_SmokeBomb,eWeapon=eItem_SmokeGrenade)
- PerkWeapons=(ePerk=ePerk_BattleScanner,eWeapon=eItem_BattleScanner)
- PerkWeapons=(ePerk=ePerk_FieldMedic,eWeapon=eItem_Medikit)
- ; Item Balance Factors
- ITEM_TIME_BALANCE=1 ; Multiplier for all item iTime values. Floats are allowed in these entries.
- ITEM_CREDIT_BALANCE=1 ; Multiplier for all item iCash values.
- ITEM_ELERIUM_BALANCE=1 ; Multiplier for all item iElerium values.
- ITEM_ALLOY_BALANCE=1 ; Multiplier for all item iAlloy values.
- ITEM_MELD_BALANCE=1 ; Multiplier for all item Meld values. This may do nothing.
- ; Additional Item Stats and construction costs
- ; meld cost is above 4th and additional digits in iElerium
- ; perk granted is above 4th and additional digits in Alloys
- ; extra weapon and armor stat configuration (in BalanceMods_Classic entries)
- ; eType -- item ID (only numbers, eItem enum does not)
- ; iDamage -- flight fuel, works only for weapons/items
- ; 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.
- ; iAim -- aim, works only for armors
- ; iDefense -- defense, works only for weapons and items
- ; iHP -- damage reduction, works for weapons/armor/items xx = x.x DR, so 5= 0.5
- ; iMobility -- mobility, works only for weapons/items
- ; iWill -- regeneration, works for weapons/armor/items; requires regeneration perk to be applied elsewhere (which provides a base +2 regen)
- ; Gear
- ; Line 1 (ItemBalance_Normal) Cost MELD/ELERIUM PERK/ALLOYS Time Engineers
- ; Line 2 (BalanceMods_Classic) Flight Fuel Model Resize Aim Defense DR Mobility Regeneration
- ; Grenades
- ; HE Grenade
- ItemBalance_Normal=(eItem=eItem_FragGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=81, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Smoke Grenade
- ItemBalance_Normal=(eItem=eItem_SmokeGrenade, iCash=-1, iElerium=0, iAlloys=44000, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=82, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Flashbang
- ItemBalance_Normal=(eItem=eItem_FlashBang, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=83, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Alien Grenade
- ItemBalance_Normal=(eItem=eItem_AlienGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=0, iEng=-1);
- BalanceMods_Classic=(eType=84, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Shadow Device
- ItemBalance_Normal=(eItem=eItem_GhostGrenade, iCash=100, iElerium=20030, iAlloys=10, iTime=14, iEng=60)
- BalanceMods_Classic=(eType=85, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Chem Grenade
- ItemBalance_Normal=(eItem=eItem_GasGrenade, iCash=120, iElerium=0, iAlloys=4, iTime=10, iEng=40)
- BalanceMods_Classic=(eType=86, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; AP Grenade
- ItemBalance_Normal=(eItem=eItem_NeedleGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=87, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Mimic Beacon
- ItemBalance_Normal=(eItem=eItem_MimicBeacon, iCash=150, iElerium=12024, iAlloys=2, iTime=14, iEng=75)
- BalanceMods_Classic=(eType=88, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Psi Grenade
- ItemBalance_Normal=(eItem=eItem_PsiGrenade, iCash=50, iElerium=1002, iAlloys=2, iTime=7, iEng=25)
- BalanceMods_Classic=(eType=96, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Battlescanner
- ItemBalance_Normal=(eItem=eItem_BattleScanner, iCash=-1, iElerium=0, iAlloys=8000, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=97, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Armor
- ; Tac Vest
- ItemBalance_Normal=(eItem=57, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=57, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Tac Armor
- ItemBalance_Normal=(eItem=eItem_ArmorKevlar, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=59, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Phalanx Armor
- ItemBalance_Normal=(eItem=159, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15)
- BalanceMods_Classic=(eType=159, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Carapace Armor
- Itembalance_Normal=(eItem=eItem_ArmorCarapace, iCash=80, iElerium=0, iAlloys=18, iTime=10, iEng=25)
- BalanceMods_Classic=(eType=60, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Kestrel Armor
- ItemBalance_Normal=(eItem=182, iCash=50, iElerium=0, iAlloys=8, iTime=10, iEng=22)
- BalanceMods_Classic=(eType=182, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Banshee Armor
- ItemBalance_Normal=(eItem=58, iCash=140, iElerium=16, iAlloys=36, iTime=14, iEng=40)
- BalanceMods_Classic=(eType=58, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Aegis Armor
- ItemBalance_Normal=(eItem=160, iCash=140, iElerium=12, iAlloys=36, iTime=14, iEng=35)
- BalanceMods_Classic=(eType=160, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Corsair Armor
- Itembalance_Normal=(eItem=eItem_ArmorSkeleton, iCash=300, iElerium=36, iAlloys=60, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=61, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Titan Armor
- Itembalance_Normal=(eItem=eItem_ArmorTitan, iCash=300, iElerium=30, iAlloys=134060, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=62, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0);
- ; Seraphim Armor
- ItemBalance_Normal=(eItem=67, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=67, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Archangel Armor
- Itembalance_Normal=(eItem=eItem_ArmorArchAngel, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=75); hardcoded to require Titan Suit
- BalanceMods_Classic=(eType=63, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0);
- ; Shadow Armor
- Itembalance_Normal=(eItem=eItem_ArmorGhost, iCash=500, iElerium=25070, iAlloys=60, iTime=14, iEng=90)
- BalanceMods_Classic=(eType=64, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Aurora Armor
- ItemBalance_Normal=(eItem=68, iCash=125, iElerium=25, iAlloys=25, iTime=10, iEng=25)
- BalanceMods_Classic=(eType=68, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Vortex Armor
- Itembalance_Normal=(eItem=eItem_ArmorPsi, iCash=1000, iElerium=100, iAlloys=80, iTime=14, iEng=100)
- BalanceMods_Classic=(eType=65, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ;Ballistic Weapons
- ; Assault Rifle
- Itembalance_Normal=(eItem=eItem_ExaltAssaultRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=212, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Sniper Rifle
- Itembalance_Normal=(eItem=eItem_ExaltSniperRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=213, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; SAW
- Itembalance_Normal=(eItem=eItem_ExaltLMG, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=214, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Shotgun
- Itembalance_Normal=(eItem=eItem_Shotgun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=4, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Rocket Launcher
- Itembalance_Normal=(eItem=eItem_ExaltRocketLauncher, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=218, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Pistol
- ItemBalance_Normal=(eItem=eItem_Pistol, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=2, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Autocannon
- ItemBalance_Normal=(eItem=eItem_SHIVMinigun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=109, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Minigun
- ItemBalance_Normal=(eItem=eItem_Chaingun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
- BalanceMods_Classic=(eType=28, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Assault Carbine
- Itembalance_Normal=(eItem=32, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=32, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
- ; Marksman's Rifle
- Itembalance_Normal=(eItem=226, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=226, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; SMG
- Itembalance_Normal=(eItem=231, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=231, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
- ; Sawed-off Shotgun
- Itembalance_Normal=(eItem=254, iCash=0, iElerium=0, iAlloys=0, iTime=1, iEng=1)
- BalanceMods_Classic=(eType=254, iDamage=0, iCritHit=65100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Machine Pistol
- Itembalance_Normal=(eItem=236, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=236, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Battle Rifle
- Itembalance_Normal=(eItem=241, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=241, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; LMG
- Itembalance_Normal=(eItem=246, iCash=-1, iElerium=0, iAlloys=3000, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=246, iDamage=0, iCritHit=125105105, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Beam Lasers
- ; Laser Pistol
- Itembalance_Normal=(eItem=eItem_LaserPistol, iCash=30, iElerium=0, iAlloys=4, iTime=10, iEng=15)
- BalanceMods_Classic=(eType=8, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Scatter Laser
- Itembalance_Normal=(eItem=eItem_LaserAssaultGun, iCash=50, iElerium=0, iAlloys=6, iTime=14, iEng=18);
- BalanceMods_Classic=(eType=10, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Laser Rifle
- Itembalance_Normal=(eItem=eItem_ExaltLaserAssaultRifle, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=15)
- BalanceMods_Classic=(eType=215, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Laser Sniper Rifle
- Itembalance_Normal=(eItem=eItem_ExaltLaserSniperRifle, iCash=50, iElerium=0, iAlloys=8, iTime=14, iEng=18)
- BalanceMods_Classic=(eType=216, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Autolaser
- Itembalance_Normal=(eItem=eItem_ExaltHeavyLaser, iCash=60, iElerium=0, iAlloys=8, iTime=14, iEng=18)
- BalanceMods_Classic=(eType=217, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Laser Carbine
- Itembalance_Normal=(eItem=251, iCash=35, iElerium=0, iAlloys=6, iTime=12, iEng=15)
- BalanceMods_Classic=(eType=251, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
- ; SHIV Superheavy Laser
- ItemBalance_Normal=(eItem=149, iCash=75, iElerium=0, iAlloys=10, iTime=14, iEng=20)
- BalanceMods_Classic=(eType=149, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; MEC Laser Lance
- ItemBalance_Normal=(eItem=eItem_Railgun, iCash=75, iElerium=10000, iAlloys=10, iTime=14, iEng=20)
- BalanceMods_Classic=(eType=29, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Laser Strike Rifle
- Itembalance_Normal=(eItem=227, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=18)
- BalanceMods_Classic=(eType=227, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Laser Shatterray
- Itembalance_Normal=(eItem=232, iCash=30, iElerium=0, iAlloys=6, iTime=12, iEng=15)
- BalanceMods_Classic=(eType=232, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
- ; Heavy Laser Rifle
- ItemBalance_Normal=(eItem=242, iCash=60, iElerium=0, iAlloys=8, iTime=12, iEng=20);
- BalanceMods_Classic=(eType=242, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Heater
- ItemBalance_Normal=(eItem=237, iCash=25, iElerium=0, iAlloys=5, iTime=12, iEng=15);
- BalanceMods_Classic=(eType=237, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Gatling Laser
- ItemBalance_Normal=(eItem=247, iCash=50, iElerium=0, iAlloys=3009, iTime=14, iEng=18);
- BalanceMods_Classic=(eType=247, iDamage=0, iCritHit=120100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Gauss Weaponry
- ; Gauss Rifle
- ItemBalance_Normal=(eItem=eItem_AssaultRifle, iCash=90, iElerium=4, iAlloys=24, iTime=14, iEng=35)
- BalanceMods_Classic=(eType=3, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Gauss Autorifle
- ItemBalance_Normal=(eItem=eItem_LMG, iCash=100, iElerium=4, iAlloys=30, iTime=14, iEng=35)
- BalanceMods_Classic=(eType=5, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Gauss Long Rifle
- ItemBalance_Normal=(eItem=eItem_SniperRifle, iCash=200, iElerium=10, iAlloys=90030, iTime=14, iEng=40); HEAT Ammo
- BalanceMods_Classic=(eType=6, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Sentry Gun
- Itembalance_Normal=(eItem=eItem_SHIVSentry, iCash=100, iElerium=6, iAlloys=30, iTime=14, iEng=40)
- BalanceMods_Classic=(eType=110, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Rail Gun
- ItemBalance_Normal=(eItem=186, iCash=120, iElerium=15006, iAlloys=50, iTime=14, iEng=45)
- BalanceMods_Classic=(eType=186, iDamage=0, iCritHit=115100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Recoilless Rifle
- ItemBalance_Normal=(eItem=eItem_RocketLauncher, iCash=100, iElerium=6, iAlloys=50, iTime=14, iEng=45);
- BalanceMods_Classic=(eType=7, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Alloy Cannon
- Itembalance_Normal=(eItem=eItem_AlloyCannon, iCash=130, iElerium=10, iAlloys=36, iTime=14, iEng=40);
- BalanceMods_Classic=(eType=16, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Gauss Carbine
- ItemBalance_Normal=(eItem=53, iCash=80, iElerium=4, iAlloys=16, iTime=12, iEng=38)
- BalanceMods_Classic=(eType=53, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
- ; Alloy Strike Rifle
- Itembalance_Normal=(eItem=228, iCash=110, iElerium=6, iAlloys=30, iTime=14, iEng=45)
- BalanceMods_Classic=(eType=228, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Gauss Stuttergun
- Itembalance_Normal=(eItem=233, iCash=65, iElerium=2, iAlloys=12, iTime=12, iEng=35)
- BalanceMods_Classic=(eType=233, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
- ; Gauss Autopistol
- ItemBalance_Normal=(eItem=238, iCash=40, iElerium=2, iAlloys=8, iTime=12, iEng=35);
- BalanceMods_Classic=(eType=238, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Heavy Gauss Rifle
- ItemBalance_Normal=(eItem=243, iCash=140, iElerium=10, iAlloys=30, iTime=14, iEng=45);
- BalanceMods_Classic=(eType=243, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Gauss Machine Gun
- ItemBalance_Normal=(eItem=248, iCash=140, iElerium=6, iAlloys=3032, iTime=14, iEng=45);
- BalanceMods_Classic=(eType=248, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Pulse Laser Weaponry
- ; Pulse Rifle
- Itembalance_Normal=(eItem=eItem_LaserAssaultRifle, iCash=200, iElerium=30, iAlloys=40, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=9, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Pulse Sniper Rifle
- Itembalance_Normal=(eItem=eItem_LaserSniperRifle, iCash=250, iElerium=40, iAlloys=50, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=12, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Pulse Autolaser
- Itembalance_Normal=(eItem=eItem_HeavyLaser, iCash=230, iElerium=40, iAlloys=60, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=11, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Superheavy Pulser
- Itembalance_Normal=(eItem=eItem_SHIVLaser, iCash=300, iElerium=50, iAlloys=70, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=111, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Pulse Carbine
- Itembalance_Normal=(eItem=252, iCash=180, iElerium=30, iAlloys=30, iTime=12, iEng=63)
- BalanceMods_Classic=(eType=252, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
- ; Scatter Blaster
- Itembalance_Normal=(eItem=1, iCash=250, iElerium=40, iAlloys=40, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=1, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Pulse Lance
- Itembalance_Normal=(eItem=190, iCash=240, iElerium=30048, iAlloys=70, iTime=14, iEng=65)
- BalanceMods_Classic=(eType=190, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Blaster Rifle
- Itembalance_Normal=(eItem=229, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67)
- BalanceMods_Classic=(eType=229, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Pulse Stengun
- Itembalance_Normal=(eItem=234, iCash=120, iElerium=20, iAlloys=30, iTime=12, iEng=62)
- BalanceMods_Classic=(eType=234, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
- ; Blaster
- ItemBalance_Normal=(eItem=239, iCash=80, iElerium=16, iAlloys=24, iTime=12, iEng=60);
- BalanceMods_Classic=(eType=239, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Gatling Pulser
- ItemBalance_Normal=(eItem=249, iCash=215, iElerium=45, iAlloys=3070, iTime=14, iEng=70);
- BalanceMods_Classic=(eType=249, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Heavy Pulse Rifle
- ItemBalance_Normal=(eItem=244, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67);
- BalanceMods_Classic=(eType=244, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Plasma Weaponry
- ; Plasma Pistol
- Itembalance_Normal=(eItem=eItem_PlasmaPistol, iCash=155, iElerium=1030, iAlloys=15, iTime=12, iEng=90)
- BalanceMods_Classic=(eType=13, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Plasma Carbine
- Itembalance_Normal=(eItem=eItem_PlasmaLightRifle, iCash=250, iElerium=1040, iAlloys=50, iTime=12, iEng=90)
- BalanceMods_Classic=(eType=14, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
- ; Plasma Rifle
- Itembalance_Normal=(eItem=eItem_PlasmaAssaultRifle, iCash=350, iElerium=2050, iAlloys=70, iTime=14, iEng=95)
- BalanceMods_Classic=(eType=15, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Plasma Novagun
- Itembalance_Normal=(eItem=eItem_HeavyPlasma, iCash=450, iElerium=2060, iAlloys=80, iTime=20, iEng=98)
- BalanceMods_Classic=(eType=17, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Plasma Sniper Rifle
- Itembalance_Normal=(eItem=eItem_PlasmaSniperRifle, iCash=450, iElerium=2070, iAlloys=80, iTime=18, iEng=105)
- BalanceMods_Classic=(eType=18, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Blaster Launcher
- Itembalance_Normal=(eItem=eItem_BlasterLauncher, iCash=600, iElerium=2070, iAlloys=120, iTime=20, iEng=110);
- BalanceMods_Classic=(eType=19, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Superheavy Plasma
- Itembalance_Normal=(eItem=eItem_SHIVPlasma, iCash=450, iElerium=3070, iAlloys=80, iTime=21, iEng=100)
- BalanceMods_Classic=(eType=112, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Particle Beam
- ItemBalance_Normal=(eItem=eItem_ParticleBeam, iCash=450, iElerium=35080, iAlloys=80, iTime=21, iEng=105)
- BalanceMods_Classic=(eType=30, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Reflex Cannon
- Itembalance_Normal=(eItem=99, iCash=450, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
- BalanceMods_Classic=(eType=99, iDamage=0, iCritHit=115105105, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Reflex Rifle
- Itembalance_Normal=(eItem=230, iCash=400, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
- BalanceMods_Classic=(eType=230, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Plasma Stormgun
- Itembalance_Normal=(eItem=235, iCash=200, iElerium=1040, iAlloys=60, iTime=12, iEng=90)
- BalanceMods_Classic=(eType=235, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
- ; Plasma Mauler
- ItemBalance_Normal=(eItem=240, iCash=200, iElerium=1032, iAlloys=50, iTime=12, iEng=90);
- BalanceMods_Classic=(eType=240, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Heavy Plasma Rifle
- ItemBalance_Normal=(eItem=245, iCash=350, iElerium=2050, iAlloys=70, iTime=18, iEng=105);
- BalanceMods_Classic=(eType=245, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Plasma Dragon
- ItemBalance_Normal=(eItem=250, iCash=400, iElerium=2064, iAlloys=3080, iTime=20, iEng=105);
- BalanceMods_Classic=(eType=250, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Arc Rifle
- ItemBalance_Normal=(eItem=253, iCash=60, iElerium=5, iAlloys=9005, iTime=10, iEng=25);
- BalanceMods_Classic=(eType=253, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ;SHIVs
- Itembalance_Normal=(eItem=eItem_SHIV, iCash=60, iElerium=0, iAlloys=0, iTime=10, iEng=15)
- Itembalance_Normal=(eItem=eItem_SHIV_Alloy, iCash=250, iElerium=0, iAlloys=100, iTime=15, iEng=35)
- Itembalance_Normal=(eItem=eItem_SHIV_Hover, iCash=300, iElerium=40, iAlloys=80, iTime=14, iEng=65)
- ItemBalance_Normal=(eItem=eItem_SHIVDeck_I, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=113, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
- ItemBalance_Normal=(eItem=eItem_SHIVDeck_II, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=114, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
- ItemBalance_Normal=(eItem=eItem_SHIVDeck_III, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=115, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
- ; SHIV Rebuild projects
- ItemBalance_Normal=(eItem=206, iCash=20, iElerium=0, iAlloys=0, iTime=28, iEng=1); Basic SHIV
- ItemBalance_Normal=(eItem=207, iCash=80, iElerium=0, iAlloys=36, iTime=75, iEng=20); Alloy SHIV
- ItemBalance_Normal=(eItem=208, iCash=100, iElerium=20, iAlloys=30, iTime=70, iEng=30); Hover SHIV
- ; SHIV Small items
- ; HEAT Ammo Magazines
- ItemBalance_Normal=(eItem=107, iCash=30, iElerium=0, iAlloys=90006, iTime=5, iEng=15); HEAT Ammo
- BalanceMods_Classic=(eType=107, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Counterfire Pods
- ItemBalance_Normal=(eItem=123, iCash=70, iElerium=0, iAlloys=144000, iTime=10, iEng=40); Reactive Targeting Sensors
- BalanceMods_Classic=(eType=123, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Smartshell Pods
- ItemBalance_Normal=(eItem=124, iCash=25, iElerium=0, iAlloys=37000, iTime=7, iEng=20); Flush
- BalanceMods_Classic=(eType=124, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Weapon Supercooler
- ItemBalance_Normal=(eItem=128, iCash=120, iElerium=5, iAlloys=126010, iTime=10, iEng=55); Light 'Em Up
- BalanceMods_Classic=(eType=128, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; AutoSentry Turret
- ItemBalance_Normal=(eItem=130, iCash=60, iElerium=0, iAlloys=54008, iTime=10, iEng=35); Sentinel
- BalanceMods_Classic=(eType=130, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Adaptive Tracking Pods
- ItemBalance_Normal=(eItem=131, iCash=40, iElerium=0, iAlloys=133000, iTime=7, iEng=20); Advanced Fire Control
- BalanceMods_Classic=(eType=131, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Core Armoring
- ItemBalance_Normal=(eItem=132, iCash=30, iElerium=0, iAlloys=43010, iTime=7, iEng=15); Resilience
- BalanceMods_Classic=(eType=132, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Damage Control Pod
- ItemBalance_Normal=(eItem=133, iCash=50, iElerium=10005, iAlloys=134010, iTime=10, iEng=25); Damage Control
- BalanceMods_Classic=(eType=133, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Advanced Suppression Module
- ItemBalance_Normal=(eItem=199, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=40);
- BalanceMods_Classic=(eType=199, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Elerium Turbos
- ItemBalance_Normal=(eItem=221, iCash=30, iElerium=16, iAlloys=12, iTime=7, iEng=45)
- BalanceMods_Classic=(eType=221, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
- ; MEC Armors
- ; MEC-1 Paladin
- ItemBalance_Normal=(eItem=eItem_MecArmor1, iCash=200, iElerium=15040, iAlloys=50, iTime=14, iEng=25)
- BalanceMods_Classic=(eType=193, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
- ; MEC-2 Defender
- ItemBalance_Normal=(eItem=eItem_MecArmor2, iCash=400, iElerium=30060, iAlloys=145100, iTime=14, iEng=50)
- BalanceMods_Classic=(eType=194, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
- ; MEC-3 Valiant
- ItemBalance_Normal=(eItem=145, iCash=400, iElerium=30080, iAlloys=137080, iTime=14, iEng=50)
- BalanceMods_Classic=(eType=145, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
- ; MEC-4 Dauntless
- ItemBalance_Normal=(eItem=eItem_MecArmor3, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
- BalanceMods_Classic=(eType=195, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
- ; MEC-5 Devastator
- ItemBalance_Normal=(eItem=148, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
- BalanceMods_Classic=(eType=148, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
- ; MEC-6 Vanguard
- ItemBalance_Normal=(eItem=191, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
- BalanceMods_Classic=(eType=191, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
- ; MEC-7 Vindicator
- ItemBalance_Normal=(eItem=210, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
- BalanceMods_Classic=(eType=210, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecCivvies, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ; MEC Large Items
- ItemBalance_Normal=(eItem=eItem_MecKineticArm, iCash=200, iElerium=20004, iAlloys=30, iTime=10, iEng=30)
- BalanceMods_Classic=(eType=22, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecFlameThrower, iCash=150, iElerium=25000, iAlloys=0, iTime=10, iEng=35)
- BalanceMods_Classic=(eType=23, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecGrenadeLauncher, iCash=150, iElerium=20000, iAlloys=24, iTime=10, iEng=30)
- BalanceMods_Classic=(eType=24, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecRestorativeMist, iCash=120, iElerium=20000, iAlloys=0, iTime=14, iEng=28)
- BalanceMods_Classic=(eType=25, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecElectroPulse, iCash=180, iElerium=35050, iAlloys=30, iTime=14, iEng=85)
- BalanceMods_Classic=(eType=26, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ItemBalance_Normal=(eItem=eItem_MecProximityMineLauncher, iCash=180, iElerium=35000, iAlloys=24, iTime=14, iEng=55)
- BalanceMods_Classic=(eType=27, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Human Small Items
- ; Marksman's Scope
- ItemBalance_Normal=(eItem=34, iCash=30, iElerium=0, iAlloys=3000, iTime=7, iEng=20);
- BalanceMods_Classic=(eType=34, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Medikit
- ItemBalance_Normal=(eItem=eItem_Medikit, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=69, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Combat Stims
- Itembalance_Normal=(eItem=eItem_CombatStims, iCash=120, iElerium=2000, iAlloys=147000, iTime=10, iEng=45)
- BalanceMods_Classic=(eType=70, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Mind Shield
- Itembalance_Normal=(eItem=eItem_MindShield, iCash=200, iElerium=5060, iAlloys=154040, iTime=20, iEng=65)
- BalanceMods_Classic=(eType=71, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Chitin Plating
- Itembalance_Normal=(eItem=eItem_ChitinPlating, iCash=80, iElerium=0, iAlloys=20, iTime=10, iEng=35);
- BalanceMods_Classic=(eType=72, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Arc Thrower
- Itembalance_Normal=(eItem=eItem_ArcThrower, iCash=100, iElerium=0, iAlloys=0, iTime=10, iEng=20)
- BalanceMods_Classic=(eType=73, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Alloy Plating
- Itembalance_Normal=(eItem=eItem_ReinforcedArmor, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15);
- BalanceMods_Classic=(eType=75, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Respirator Implant
- ItemBalance_Normal=(eItem=eItem_RespiratorImplant, iCash=50, iElerium=2000, iAlloys=0, iTime=5, iEng=25)
- BalanceMods_Classic=(eType=76, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Rocket
- ItemBalance_Normal=(eItem=77, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=77, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Reaper Rounds
- ItemBalance_Normal=(eItem=eItem_ReaperRounds, iCash=30, iElerium=0, iAlloys=0, iTime=7, iEng=25)
- BalanceMods_Classic=(eType=78, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Shredder Rocket
- ItemBalance_Normal=(eItem=89, iCash=-1, iElerium=0, iAlloys=22000, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=89, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Chameleon Suit
- ItemBalance_Normal=(eItem=94, iCash=65, iElerium=10008, iAlloys=0, iTime=7, iEng=35)
- BalanceMods_Classic=(eType=94, iDamage=0, iCritHit=0, iAim=0, iDefense=4, iHP=0, iMobility=-1, iWill=0);
- ; Ceramic Plating
- ItemBalance_Normal=(eItem=95, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=95, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Alloy Bipod
- ItemBalance_Normal=(eItem=196, iCash=25, iElerium=0, iAlloys=4, iTime=5, iEng=25)
- BalanceMods_Classic=(eType=196, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
- ; Breaching Ammo
- ItemBalance_Normal=(eItem=197, iCash=35, iElerium=0, iAlloys=6, iTime=5, iEng=35)
- BalanceMods_Classic=(eType=197, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Impact Vest
- ItemBalance_Normal=(eItem=200, iCash=80, iElerium=4008, iAlloys=143014, iTime=10, iEng=50)
- BalanceMods_Classic=(eType=200, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Walker Gear
- ItemBalance_Normal=(eItem=202, iCash=80, iElerium=4004, iAlloys=8, iTime=10, iEng=45)
- BalanceMods_Classic=(eType=202, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
- ; Neural Gunlink
- ItemBalance_Normal=(eItem=203, iCash=70, iElerium=8008, iAlloys=6, iTime=7, iEng=40)
- BalanceMods_Classic=(eType=203, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Shredder Ammo
- ItemBalance_Normal=(eItem=204, iCash=30, iElerium=0, iAlloys=6, iTime=5, iEng=30)
- BalanceMods_Classic=(eType=204, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Psi Screen
- ItemBalance_Normal=(eItem=205, iCash=65, iElerium=8008, iAlloys=8, iTime=10, iEng=45)
- BalanceMods_Classic=(eType=205, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=-1, iWill=0);
- ; Exalt Loot: Illuminator Gunsight
- ItemBalance_Normal=(eItem=209, iCash=200, iElerium=5010, iAlloys=11010, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=209, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Reinforced Armor
- Itembalance_Normal=(eItem=220, iCash=70, iElerium=0, iAlloys=14, iTime=7, iEng=18);
- BalanceMods_Classic=(eType=220, iDamage=0, iCritHit=0, iAim=0, iDefense=-6,iHP=10, iMobility=-2, iWill=0);
- ; Exalt Loot: Neuroregulator
- ItemBalance_Normal=(eItem=224, iCash=200, iElerium=15000, iAlloys=0, iTime=-1, iEng=-1); Hardcoded Psi XP bonus
- BalanceMods_Classic=(eType=224, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; MEC Small Items
- ; The Thumper
- ItemBalance_Normal=(eItem=129, iCash=70, iElerium=1020, iAlloys=30, iTime=7, iEng=70);
- BalanceMods_Classic=(eType=129, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Tactical Sensors
- ItemBalance_Normal=(eItem=201, iCash=75, iElerium=5000, iAlloys=33000, iTime=10, iEng=35); Tactical Sense
- BalanceMods_Classic=(eType=201, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Incinerator Module
- ItemBalance_Normal=(eItem=211, iCash=90, iElerium=10020, iAlloys=20, iTime=7, iEng=45);
- BalanceMods_Classic=(eType=211, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Joint MEC/SHIV small items
- ; Battle Computer
- ItemBalance_Normal=(eItem=90, iCash=250, iElerium=50010, iAlloys=30, iTime=12, iEng=75)
- BalanceMods_Classic=(eType=90, iDamage=0, iCritHit=0, iAim=0, iDefense=8, iHP=0, iMobility=-1, iWill=0);
- ; Holo-Targeter
- ItemBalance_Normal=(eItem=108, iCash=40, iElerium=0, iAlloys=19000, iTime=7, iEng=15); Holo-Targeting
- BalanceMods_Classic=(eType=108, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Alloy Carbide Plating
- ItemBalance_Normal=(eItem=189, iCash=70, iElerium=16000, iAlloys=27032, iTime=10, iEng=35); Extra Conditioning
- BalanceMods_Classic=(eType=189, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Human-MEC small items
- ; Alien Trophy
- ItemBalance_Normal=(eItem=98, iCash=-1, iElerium=0, iAlloys=154000, iTime=-1, iEng=-1); Steadfast
- BalanceMods_Classic=(eType=98, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Exalt Loot: Cognitive Enhancer
- ItemBalance_Normal=(eItem=223, iCash=200, iElerium=10010, iAlloys=0, iTime=-1, iEng=-1); Hardcoded XP bonus
- BalanceMods_Classic=(eType=223, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Human-SHIV small items
- ; Fuel Cell
- ItemBalance_Normal=(eItem=178, iCash=40, iElerium=24, iAlloys=8, iTime=7, iEng=60)
- BalanceMods_Classic=(eType=178, iDamage=6, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
- ; Human-MEC-SHIV small items
- ; Alloy Jacketed Rounds
- ItemBalance_Normal=(eItem=31, iCash=20, iElerium=0, iAlloys=6, iTime=5, iEng=15);
- BalanceMods_Classic=(eType=31, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Enhanced Beam Optics
- ItemBalance_Normal=(eItem=40, iCash=35, iElerium=1000, iAlloys=8, iTime=10, iEng=55);
- BalanceMods_Classic=(eType=40, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Plasma Stellerator
- ItemBalance_Normal=(eItem=48, iCash=125, iElerium=2020, iAlloys=20, iTime=14, iEng=75)
- BalanceMods_Classic=(eType=48, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; SCOPE
- Itembalance_Normal=(eItem=eItem_TargetingModule, iCash=70, iElerium=0, iAlloys=0, iTime=7, iEng=15);
- BalanceMods_Classic=(eType=74, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Laser Sight
- ItemBalance_Normal=(eItem=79, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- BalanceMods_Classic=(eType=79, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Hi Cap Mags
- ItemBalance_Normal=(eItem=80, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); +1 ammo, hardcoded to item number
- BalanceMods_Classic=(eType=80, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Armor Piercing Ammo
- ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=12, iTime=7, iEng=25)
- BalanceMods_Classic=(eType=198, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Targeting Module
- ItemBalance_Normal=(eItem=219, iCash=50, iElerium=0, iAlloys=0, iTime=7, iEng=15)
- BalanceMods_Classic=(eType=219, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Flak Ammo
- ItemBalance_Normal=(eItem=225, iCash=60, iElerium=0, iAlloys=20, iTime=7, iEng=35);
- BalanceMods_Classic=(eType=225, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
- ; Aerospace
- Itembalance_Normal=(eItem=eItem_Interceptor, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_Skyranger, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_Firestorm, iCash=750, iElerium=10120, iAlloys=180, iTime=28, iEng=75)
- Itembalance_Normal=(eItem=eItem_Satellite, iCash=200, iElerium=0, iAlloys=0, iTime=25, iEng=10)
- ItemBalance_Normal=(eItem=116, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Stingray Missiles
- Itembalance_Normal=(eItem=eItem_IntWeap_I, iCash=120, iElerium=0, iAlloys=12, iTime=10, iEng=15); Phoenix Cannon
- ItemBalance_Normal=(eItem=eItem_IntWeap_II, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Avalanche Missiles
- Itembalance_Normal=(eItem=eItem_IntWeap_III, iCash=160, iElerium=0, iAlloys=30, iTime=10, iEng=25); Laser Cannon
- Itembalance_Normal=(eItem=eItem_IntWeap_IV, iCash=500, iElerium=3060, iAlloys=50, iTime=14, iEng=95); Plasma Cannon
- Itembalance_Normal=(eItem=eItem_IntWeap_V, iCash=575, iElerium=160, iAlloys=60, iTime=20, iEng=100); EMP Cannon
- Itembalance_Normal=(eItem=eItem_IntWeap_VI, iCash=800, iElerium=20120, iAlloys=70, iTime=25, iEng=120); Fusion Cannon
- Itembalance_Normal=(eItem=eItem_IntConsumable_Hit, iCash=20, iElerium=1001, iAlloys=1, iTime=5, iEng=35)
- Itembalance_Normal=(eItem=eItem_IntConsumable_Dodge, iCash=25, iElerium=1002, iAlloys=0, iTime=5, iEng=50)
- Itembalance_Normal=(eItem=eItem_IntConsumable_Boost, iCash=15, iElerium=1001, iAlloys=0, iTime=5, iEng=12)
- ; Loot
- Itembalance_Normal=(eItem=eItem_Elerium115, iCash=3, iElerium=1, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_AlienAlloys, iCash=3, iElerium=0, iAlloys=1, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_WeaponFragment, iCash=1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_Meld, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_UFOPowerSource, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_UFONavigation, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_AlienFood, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_AlienEntertainment, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_AlienStasisTank, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_AlienSurgery, iCash=45, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_UFOFusionLauncher, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedUFONavigation, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedAlienFood, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedAlienEntertainment, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedAlienStasisTank, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DamagedAlienSurgery, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=222, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Exalt Loot Art
- Itembalance_Normal=(eItem=eItem_SectoidCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_FloaterCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_ThinManCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_MutonCorpse, iCash=4, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_CryssalidCorpse, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_CyberdiscCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_SectopodCorpse, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_DroneCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_EtherealCorpse, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_SectoidCommanderCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_BerserkerCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_MutonEliteCorpse, iCash=8, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_FloaterHeavyCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_MechtoidCore, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- Itembalance_Normal=(eItem=eItem_SeekerCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_SectoidCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_SectoidCommanderCaptive, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_FloaterCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_FloaterHeavyCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_ThinManCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_MutonCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_MutonEliteCaptive, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_BerserkerCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_EtherealCaptive, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_SectoidPlasmaPistol, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_PlasmaLightRifle_ThinMan, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_PlasmaAssaultRifle_Muton, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ItemBalance_Normal=(eItem=eItem_HeavyPlasma_Muton, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
- ; Strategic Item
- Itembalance_Normal=(eItem=eItem_Skeleton_Key, iCash=200, iElerium=10040, iAlloys=10, iTime=20, iEng=25)
- ; Invisible
- Itembalance_Normal=(eItem=eItem_Base_Shard, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
- ItemBalance_Normal=(eItem=eItem_HyperwaveBeacon, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
- Itembalance_Normal=(eItem=eItem_ExaltIntel, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
- ItemBalance_Normal=(eItem=eItem_Psilink, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
- ; Facilities
- FACILITY_COST_BALANCE=1 ; Multiplier for all facility iCash values
- FACILITY_MAINTENANCE_BALANCE=1 ; Multiplier for all facility iMaintenance values
- FACILITY_TIME_BALANCE=1 ; Multiplier for all facility iTime values
- FacilityBalance=( eFacility=eFacility_Power, iCash=120, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10, iPower=8) ;MAKE SURE TO SYNC THIS WITH POWER_NORMAL
- FacilityBalance=( eFacility=eFacility_ThermalPower, iCash=350, iElerium=0, iAlloys=0, iMaintenance=35, iTime=21, iPower=25);MAKE SURE TO SYNC THIS WITH POWER_THERMAL
- FacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=400, iElerium=60,iAlloys=60, iMaintenance=25, iTime=25, iPower=35);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM
- FacilityBalance=( eFacility=eFacility_Hangar, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-4)
- FacilityBalance=( eFacility=eFacility_MissionControl, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-3)
- FacilityBalance=( eFacility=eFacility_Barracks, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-1)
- FacilityBalance=( eFacility=eFacility_Research, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-5)
- FacilityBalance=( eFacility=eFacility_AccessLift, iCash=100, iElerium=0, iAlloys=0, iMaintenance=5, iTime=7, iPower=-1)
- FacilityBalance=( eFacility=eFacility_ScienceLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
- FacilityBalance=( eFacility=eFacility_Workshop, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
- FacilityBalance=( eFacility=eFacility_SmallRadar, iCash=200, iElerium=0, iAlloys=0, iMaintenance=20, iTime=21, iPower=-8)
- FacilityBalance=( eFacility=eFacility_LargeRadar, iCash=300, iElerium=20,iAlloys=50, iMaintenance=25, iTime=21, iPower=-8)
- FacilityBalance=( eFacility=eFacility_Foundry, iCash=200, iElerium=0, iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
- FacilityBalance=( eFacility=eFacility_OTS, iCash=200, iElerium=0, iAlloys=0, iMaintenance=10, iTime=7, iPower=-1)
- FacilityBalance=( eFacility=eFacility_AlienContain, iCash=200, iElerium=0, iAlloys=20, iMaintenance=30, iTime=14, iPower=-10)
- FacilityBalance=( eFacility=eFacility_CyberneticsLab, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=10, iPower=-4); REPAIR BAY
- FacilityBalance=( eFacility=eFacility_PsiLabs, iCash=250, iElerium=20,iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
- FacilityBalance=( eFacility=eFacility_GeneticsLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=18, iPower=-4)
- FacilityBalance=( eFacility=eFacility_HyperwaveRadar, iCash=600, iElerium=60,iAlloys=100,iMaintenance=100,iTime=28, iPower=-15)
- FacilityBalance=( eFacility=eFacility_DeusEx, iCash=1000, iElerium=60,iAlloys=100,iMaintenance=200,iTime=28, iPower=-35)
- ; Extra item requirements are hard-coded in XGTechTree.BuildFoundryItemCost
- ; High 3 digits of iFragments are Meld, low 3 are weapoon Fragments
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- FoundryBalance=(eTech=25, iTime=14, iEngineers=20, iCash=300, iElerium=10,iAlloys=30, iFragments=60000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Alien Metallurgy
- FoundryBalance=(eTech=26, iTime=7, iEngineers=10, iCash=50, iElerium=0, iAlloys=0, iFragments=10010, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Aircraft Boosters
- 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
- 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
- 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
- FoundryBalance=(eTech=30, iTime=21, iEngineers=45, iCash=600, iElerium=0, iAlloys=0, iFragments=0, iNumItems=12, eReqTech=60, eReqItem=eItem_AlienSurgery); // Advanced Surgery
- 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
- 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
- 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
- FoundryBalance=(eTech=34, iTime=21, iEngineers=70, iCash=800, iElerium=200,iAlloys=200,iFragments=50100, iNumItems=6, eReqTech=eTech_AutopsyZombie, eReqItem=eItem_UFOPowerSource); // Supercapacitors
- 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
- FoundryBalance=(eTech=36, iTime=7, iEngineers=20, iCash=25, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=60, eReqItem=0); // MEC Warfare Systems
- 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
- FoundryBalance=(eTech=38, iTime=14, iEngineers=45, iCash=500, iElerium=40,iAlloys=120,iFragments=75000, iNumItems=0, eReqTech=eTech_UFOPowerSource, eReqItem=0); // Alien Nucleonics
- 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
- 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
- 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
- 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
- FoundryBalance=(eTech=43, iTime=3, iEngineers=25, iCash=20, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=72, eReqItem=0); // Base Security: Armor
- 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
- 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
- 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
- ; OTS Upgrades; eRank=Sum of enlisted Ranks value in barracks (Rookie=0;squaddie=1;etc) needed to unlock availability of this project
- OTSBalance=(eTech=eOTS_SquadSize_I, iCash=200, eRank=40)
- OTSBalance=(eTech=eOTS_SquadSize_II, iCash=200, eRank=115)
- OTSBalance=(eTech=3, iCash=100, eRank=20) ; Lieutenant / LT
- OTSBalance=(eTech=4, iCash=200, eRank=45) ; Captain / CAPT
- OTSBalance=(eTech=5, iCash=300, eRank=75) ; Major / MAJ
- OTSBalance=(eTech=6, iCash=400, eRank=110) ; Colonel / COL
- OTSBalance=(eTech=7, iCash=500, eRank=150) ; Field Commander / CMDR
- ; Techs
- TECH_TIME_BALANCE=10 ; Multiplier for all tech iTime values. Time in hours for 1 scientist is (iTime * Tech_Time_Balance * 72)
- TechBalance=(eTech=eTech_AlienMaterials, iTime=6, iAlloys=4, iElerium=4, iNumFragments=10, iNumItems=1) ; Alien Materials: 0a.10
- TechBalance=(eTech=72, iTime=8, iAlloys=16, iElerium=0, iNumFragments=0, iNumItems=0) ; Improved Body Armor
- TechBalance=(eTech=eTech_Armor_Carapace, iTime=20, iAlloys=30, iElerium=0, iNumFragments=0, iNumItems=0) ; Advanced Body Armor
- TechBalance=(eTech=eTech_Armor_Skeleton, iTime=40, iAlloys=40, iElerium=20, iNumFragments=0, iNumItems=0) ; Mobile Power Armor
- TechBalance=(eTech=eTech_Armor_Titan, iTime=68, iAlloys=40, iElerium=40, iNumFragments=0, iNumItems=0) ; Advanced Power Armor
- TechBalance=(eTech=eTech_Armor_Ghost, iTime=80, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Stealth Systems
- TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=70, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Antigrav Systems
- TechBalance=(eTech=eTech_Placeholder, iTime=30, iAlloys=30, iElerium=30, iNumFragments=50, iNumItems=25) ; Alien Bioybernetics: 3c.60
- TechBalance=(eTech=73, iTime=50, iAlloys=30, iElerium=100,iNumFragments=50, iNumItems=20) ; Improved Combat Exoskeletons
- TechBalance=(eTech=74, iTime=85, iAlloys=40, iElerium=100,iNumFragments=50, iNumItems=30) ; Mobile Combat Exoskeletons
- TechBalance=(eTech=75, iTime=85, iAlloys=100,iElerium=40, iNumFragments=50, iNumItems=30) ; Heavy Combat Exoskeletons
- TechBalance=(eTech=eTech_Exp_Warfare, iTime=8, iAlloys=0, iElerium=0, iNumFragments=20, iNumItems=0) ; Experimental Warfare: 0b.11
- TechBalance=(eTech=eTech_Autopsy_END, iTime=22, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0) ; Advanced Aerospace Concepts: 3b.59
- TechBalance=(eTech=eTech_AlienNavigation, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=4) ; Alien Computers 20.32
- TechBalance=(eTech=eTech_Elerium, iTime=30, iAlloys=0, iElerium=70, iNumFragments=0, iNumItems=0) ; Elerium; 0c.12
- TechBalance=(eTech=eTech_UFOPowerSource, iTime=40, iAlloys=0, iElerium=60, iNumFragments=0, iNumItems=6) ; Alien Power Systems 21.33
- TechBalance=(eTech=eTech_Firestorm, iTime=92, iAlloys=40, iElerium=100,iNumFragments=160,iNumItems=6) ; Alien Propulsion 05.05
- TechBalance=(eTech=eTech_Xenobiology, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5) ; Xenobiology: 01.01
- TechBalance=(eTech=eTech_ArcThrower, iTime=8, iAlloys=0, iElerium=0, iNumFragments=10, iNumItems=10) ; Xenoneurology 02.02
- TechBalance=(eTech=eTech_Meld, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10) ; Xenogenetics: 0d.13
- TechBalance=(eTech=eTech_PsiLabs, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=15) ; Xenopsionics: 04.04
- TechBalance=(eTech=eTech_BaseShard, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0) ; Alien Operations 03.03
- TechBalance=(eTech=eTech_Hyperwave, iTime=60, iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Communications
- TechBalance=(eTech=eTech_PsiLink, iTime=150,iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Command and Control
- TechBalance=(eTech=eTech_PsiArmor, iTime=150,iAlloys=30, iElerium=100,iNumFragments=0, iNumItems=5) ; Mind and Machine
- TechBalance=(eTech=eTech_WeaponFragments, iTime=6, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0) ; Alien Weaponry: 09.09
- TechBalance=(eTech=eTech_LaserWeapons, iTime=8, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0); Beam Lasers: 14.20
- TechBalance=(eTech=eTech_PrecisionLasers, iTime=12, iAlloys=30, iElerium=0, iNumFragments=50, iNumItems=0); Advanced Beam Lasers: 15.21
- TechBalance=(eTech=eTech_Alloy_Cannon, iTime=28, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Gauss Weapons 1c.28
- TechBalance=(eTech=eTech_BlasterLauncher, iTime=35, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Advanced Gauss Weapons 1f.31
- TechBalance=(eTech=eTech_HeavyLasers, iTime=50, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Pulse Lasers: 16.22
- TechBalance=(eTech=eTech_AutopsyZombie, iTime=60, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Advanced Pulse Lasers: 31.49.
- TechBalance=(eTech=eTech_Plasma_Pistol, iTime=75, iAlloys=30, iElerium=40, iNumFragments=150, iNumItems=2); Compact Plasma Weapons 17.23
- TechBalance=(eTech=eTech_Plasma_Light, iTime=80, iAlloys=70, iElerium=70, iNumFragments=200, iNumItems=5); Plasma Weapons 18.24
- TechBalance=(eTech=eTech_Plasma_Rifle, iTime=85, iAlloys=70, iElerium=80, iNumFragments=200, iNumItems=3); Advanced Plasma Weapons 19.25
- TechBalance=(eTech=eTech_Plasma_Heavy, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=2); Heavy Plasma Weapons 1a.26
- TechBalance=(eTech=eTech_Plasma_Cannon, iTime=90, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Vehicular Plasma Weapons 1d.29
- TechBalance=(eTech=eTech_Plasma_Sniper, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Precision Plasma Weapons 1b.27
- TechBalance=(eTech=eTech_EMP, iTime=95, iAlloys=0, iElerium=200,iNumFragments=300,iNumItems=40); EMP Weapons 22.34
- TechBalance=(eTech=eTech_Fusion_Launcher, iTime=120, iAlloys=60, iElerium=200,iNumFragments=300, iNumItems=0); Fusion Weapons 1e.30
- TechBalance=(eTech=eTech_AutopsySectoid, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
- TechBalance=(eTech=eTech_AutopsyFloater, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
- TechBalance=(eTech=eTech_AutopsyMuton, iTime=8, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
- TechBalance=(eTech=eTech_AutopsyThinMan, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
- TechBalance=(eTech=eTech_AutopsyCryssalid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsyEthereal, iTime=50,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
- TechBalance=(eTech=eTech_AutopsyCyberdisc, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
- TechBalance=(eTech=eTech_AutopsyDrone, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsySeeker, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsySectopod, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
- TechBalance=(eTech=eTech_AutopsyBerserker, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsyMutonElite, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsyHeavyFloater, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsySectoidCommander, iTime=35,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
- TechBalance=(eTech=eTech_AutopsyMechtoid, iTime=18,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
- TechBalance=(eTech=eTech_InterrogateSectoid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateFloater, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateMuton, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateThinMan, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateEthereal, iTime=50, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateBerserker, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateMutonElite, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateHeavyFloater, iTime=18, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=eTech_InterrogateSectoidCommander, iTime=35, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
- TechBalance=(eTech=61, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Scout
- TechBalance=(eTech=62, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Destroyer
- TechBalance=(eTech=63, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Abductor
- TechBalance=(eTech=64, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Transport
- TechBalance=(eTech=65, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Battleship
- TechBalance=(eTech=66, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Overseer
- TechBalance=(eTech=67, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Fighter
- TechBalance=(eTech=68, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Raider
- TechBalance=(eTech=69, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Harvester
- TechBalance=(eTech=70, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Terror Ship
- TechBalance=(eTech=71, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Assault Carrier
- ; Cinematics and Effects
- KILL_CAM_MIN_DIST=720.0
- [XComGame.XComPrecomputedPath]
- BlasterBombSpeed=500.0f
- [XComGame.XGAction_FireCustom_Flamethrower]
- SweepAngle=60 ;The angle in degrees formed between the leftmost facing of a sweep and the rightmost facing
- Range=8 ;Range of the flame thrower in tiles
- NumSweeps=1 ;(Cosmetic) The number of times the unit will sweep the firing flamethrower back and forth over the target
- SweepFullCircle=False ;(Cosmetic) Specifies the type of motion the sweep will have
- ChanceToSetFire=0.00 ;A value between 0.0 and 1.0 that specifes the likelyhood that an environmental fire will be set
- FireProcessingInterval=1.0 ;Time in seconds between processing which tiles should be set on fire. Higher frequency produces more tiles on fire
- FireChance_Level1=1.0 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
- FireChance_Level2=0.3 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
- FireChance_Level3=0.2 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
- 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)
- ;The package / editor path to the particle effect that will be used to represent secondary fires
- SecondaryFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat
- ;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
- SecondaryFire_Elerium_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat_Elerium
- ;The package / editor path to the particle effect that will be used as temp ground/fill fire
- FillFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Fire_Fill_Transient
- ;The package / editor path to the particle effect attached to enemies that are hit but not killed by the flamethrower
- FlameDamage_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Running
- ;The package / editor path to the particle effect attached to enemies that are killed by the flamethrower
- FlameKill_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Dead
- [XComGame.XGAction_FireCustom_Barrage]
- BarrageTime=3.5 ;The time that Barrage will spend firing at the target
- BarrageRadius=1.5 ;Radius of the damage that Barrage does, in tiles
- 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
- BarrageStartAOEEffectTime=1.0 ;The time, in seconds, from the start of the barrage animation to start playing the AOE effect
- [XComGame.XGAbility_Electropulse]
- ElectroPulseXY_Range=432
- ;The resource path for the effect to attach to units wounded by electro pulse
- ElectroPulse_OrganicFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Hurt
- ;The resource path for the effect to attach to units killed by electro pulse
- ElectroPulse_RoboticFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Stunned
- [XComGame.XGUnitNativeBase]
- BioelectricSkinRange=12 ;Range is in meters (64 units) like the sight radius is
- AdditionalProximityMines=1 ;MEC Packmaster bonus
- AdditionalGrenades=1 ;MEC Packmaster bonus
- AdditionalRestorativeMistShots=1 ;MEC Packmaster bonus
- [XComGame.XComPerkManager]
- ; base class trees
- ; only the first squaddie perk is used for the 4 core classes, to display the perk choices used to determine subclass.
- ; perk 0 results in subclass 0, perk 2 in subclass 1
- ; ePerk_Stunimmune awards random subclass from other three supraclasses; should not be edited.
- ; perks above squaddie are drawn from the subclass instead of this tree
- ;
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- ; Long War subclass perk trees
- ; 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
- ; Don't include leading zeros, game will misinterpret them as hexidecimal entries!
- ; Nonobvious perks:
- ; Ranger: ePerk_RifleSuppression_DEPRECATED
- ; Lock N' Load: ePerk_Disabled_DEPRECATED
- ; HEAT Warheads: ePerk_Poisoned
- ; Sapper: ePerk_ImmuneToDisable_DEPRECATED
- ; Javelin Rockets: ePerk_Implanted
- ; Sharpshooter: ePerk_Medal_UrbanB
- ; Steadfast: ePerk_Medal_DefenderA
- ; Lone Wolf: ePerk_Medal_CouncilB
- ; Psychokinetic Strike: ePerk_Foundry_SHIVSuppression
- ; Paramedic: ePerk_Dazed
- ; Ready For Anything: ePerk_BulletSwarm
- ; Field Surgeon: ePerk_CovertPockets
- ; Hit and Run ePerk_ReinforcedArmor
- ; Fire in the Hole ePerk_Foundry_AdvancedFlight
- ; Tandem Warheads ePerk_Foundry_PistolIII
- ; Light 'Em Up ePerk_PlasmaBarrage
- ; Close Encounters: ePerk_CloseAndPersonal
- ; Shock and Awe: ePerk_Rocketeer
- ; Holo-Targeting: ePerk_TracerBeams
- ; Vital Point Targeting: ePerk_XenobiologyOverlays
- ; 11 = Sniper subclass "Sniper"
- SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Medal_CouncilB, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_DamnGoodGround, Captain1=ePerk_Executioner, Major=ePerk_TacticalSense, Colonel1=ePerk_DoubleTap )
- SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Gunslinger, Sergeant1=ePerk_PrecisionShot, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_BringEmOn, Colonel1=ePerk_Mayhem )
- 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 )
- ; 15 = Sniper stat bonuses
- SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=20 )
- SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- ; 21 = Sniper subclass "Scout"
- 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 )
- SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_TacticalSense, Captain1=ePerk_LowProfile, Major=ePerk_BringEmOn, Colonel1=ePerk_ReinforcedArmor )
- 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 )
- ; 25 = Scout stat bonuses
- SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
- ; 12 = Heavy subclass Rocketeer
- SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_Mayhem, Major=ePerk_Rocketeer, Colonel1=ePerk_Implanted )
- SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_WilltoSurvive, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_Opportunist, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII )
- 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 )
- ; 16 = Rocketeer stat bonuses
- SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=3, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=133, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- ; 22 = Heavy subclass Gunner
- SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_AdvancedFireControl, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_PlatformStability, Major=ePerk_DoubleTap, Colonel1=ePerk_Mayhem )
- SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_HEATAmmo, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Resilience, Major=ePerk_RapidFire, Colonel1=ePerk_ExtraConditioning )
- SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_ShredderRocket, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_DangerZone, Major=ePerk_BulletSwarm, Colonel1=ePerk_Sentinel )
- ; 26 = Gunner Stat Bonuses
- SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
- SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
- ; 13 = Support subclass Medic
- SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_CovertPockets, Sergeant1=ePerk_Revive, Lieutenant1=ePerk_Dazed, Captain1=ePerk_CombatDrugs, Major=ePerk_Sprinter, Colonel1=ePerk_Savior )
- SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_SmokeBomb, Captain1=ePerk_DenseSmoke, Major=ePerk_Bombard, Colonel1=ePerk_DeepPockets )
- SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_FocusedSuppression, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_BulletSwarm, Captain1=ePerk_Opportunist, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_ExtraConditioning )
- ; 17 = Medic stat bonuses
- SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=2, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=30, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
- ; 23 = Support subclass Engineer
- 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 )
- SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_SmokeBomb, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_BattleScanner, Major=ePerk_HEATAmmo, Colonel1=ePerk_FireRocket )
- SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_Mayhem, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII)
- ; 27 = Engineer Stat Bonuses
- SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=10, Sergeant1=000, Lieutenant1=3, Captain1=000, Major=133, Colonel1=000 )
- ; 14 = Assault subclass Assault
- 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 )
- SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_CloseCombatSpecialist, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_CloseAndPersonal, Captain1=ePerk_KillerInstinct, Major=ePerk_BringEmOn, Colonel1=ePerk_XenobiologyOverlays )
- SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_Gunslinger, Lieutenant1=ePerk_ReinforcedArmor, Captain1=ePerk_Resilience, Major=ePerk_TacticalSense, Colonel1=ePerk_ExtraConditioning )
- ; 18 = Assault Stat Bonuses
- SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=2, Lieutenant1=5, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
- ; 24 = Assault subclass Infantry
- SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_Opportunist, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_TacticalSense, Major=ePerk_Sentinel, Colonel1=ePerk_RapidFire )
- SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_Executioner, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_Gunslinger, Captain1=ePerk_Disabled_DEPRECATED, Major=ePerk_BringEmOn, Colonel1=ePerk_ExtraConditioning )
- 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 )
- ; 28 = Infantry Stat Bonuses
- SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=3, Lieutenant1=000, Captain1=0, Major=000, Colonel1=144 )
- SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
- ; 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
- ; MEC subclasses are derived from the infantry subclass, MEC subclass = soldier subclass + 20
- ; 31 = MEC subclass "MEC Sniper / Jaeger"
- 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 )
- SoldierPerkTrees=(SoldierType=31, Squaddie=ePerk_Squadsight, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_AutoThreatAssessment, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_DamageControl, Major=ePerk_BringEmOn, Colonel1=ePerk_AbsorptionFields )
- SoldierPerkTrees=(SoldierType=31, Squaddie=0, Corporal1=ePerk_DamnGoodGround, Sergeant1=ePerk_Executioner, Lieutenant1=ePerk_Medal_CouncilB, Captain1=ePerk_Aggression, Major=ePerk_RepairServos, Colonel1=ePerk_InTheZone )
- ; 35 = Jaeger stat bonuses
- SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=0 )
- SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=2, Major=000, Colonel1=200 )
- SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=2, Colonel1=0 )
- ; 41 = MEC subclass "MEC Scout / Pathfinder"
- 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 )
- 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 )
- 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 )
- ; 45 = Pathfinder Stat Bonuses
- SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
- SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- ; 32 = MEC subclass "MEC Rocketeer / Archer"
- SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_Mayhem, Lieutenant1=ePerk_ImmuneToDisable_DEPRECATED, Captain1=ePerk_Barrage, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
- 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 )
- SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_ReactiveTargetingSensors, Major=ePerk_DangerZone, Colonel1=ePerk_Grenadier )
- ; 36 = Archer Stat bonuses
- SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=30, Colonel1=200 )
- SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=22, Major=000, Colonel1=000 )
- ; 42 = MEC subclass "MEC Gunner / Goliath"
- SoldierPerkTrees=(SoldierType=42, Squaddie=0, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_BringEmOn, Captain1=ePerk_HEATAmmo, Major=ePerk_BulletSwarm, Colonel1=ePerk_CloseCombatSpecialist)
- SoldierPerkTrees=(SoldierType=42, Squaddie=ePerk_AbsorptionFields, Corporal1=ePerk_Flush, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_Barrage, Colonel1=ePerk_DamageControl )
- 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 )
- ; 46 = Goliath Stat Bonuses
- SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=5, Sergeant1=20, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
- ; 33 = MEC subclass "MEC Medic / Guardian"
- SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_ReactiveTargetingSensors, Sergeant1=ePerk_CoveringFire, Lieutenant1=ePerk_Opportunist, Captain1=ePerk_DamageControl, Major=ePerk_AbsorptionFields, Colonel1=ePerk_DoubleTap )
- 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 )
- SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_FieldMedic, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_DeepPockets, Captain1=ePerk_Savior, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_BulletSwarm )
- ; 37 = Guardian Stat Bonuses
- SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=2 )
- SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=22 )
- ; 43 = MEC subclass "MEC Engineer / Shogun"
- SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_Grenadier, Captain1=ePerk_ShockAbsorbentArmor, Major=ePerk_DeepPockets, Colonel1=ePerk_PlasmaBarrage )
- SoldierPerkTrees=(SoldierType=43, Squaddie=ePerk_Barrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_RepairServos, Lieutenant1=ePerk_DamageControl, Captain1=ePerk_Mayhem, Major=ePerk_AbsorptionFields, Colonel1=ePerk_RapidFire )
- SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_ImmuneToDisable_DEPRECATED, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_ShredderRocket )
- ; 47 = Shogun Stat bonuses
- SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=10, Colonel1=000 )
- ; 34 = MEC subclass "MEC Assault / Marauder"
- SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_ShockAbsorbentArmor, Sergeant1=ePerk_Barrage, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
- 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 )
- SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_Aggression, Sergeant1=ePerk_DamageControl, Lieutenant1=ePerk_AutoThreatAssessment, Captain1=ePerk_RepairServos, Major=ePerk_BringEmOn, Colonel1=ePerk_RunAndGun )
- ; 48 = Marauder Stat bonuses
- SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=200, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
- SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- ; 44 = MEC subclass "MEC Infantry / Valkyrie"
- SoldierPerkTrees=(SoldierType=44, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_DamageControl, Major=ePerk_RepairServos, Colonel1=ePerk_AbsorptionFields )
- SoldierPerkTrees=(SoldierType=44, Squaddie=ePerk_PlasmaBarrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_Opportunist, Major=ePerk_Aggression, Colonel1=ePerk_RapidFire )
- 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 )
- ; 48 = Valkyrie Stat bonuses
- SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
- SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
- ;LW Psi perk tree with 6 ranks
- SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_MindFray, Corporal1=ePerk_PsiInspiration, Sergeant1=ePerk_MindMerge, Lieutenant1=ePerk_TelekineticField, Captain1=0, Major=0, Colonel1=0)
- SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_BrainFeedback, Corporal1=0, Sergeant1=0, Lieutenant1=0, Captain1=ePerk_MindControl, Major=ePerk_Rift, Colonel1=0)
- SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_RegenPheromones,Corporal1=ePerk_DistortionField, Sergeant1=ePerk_PsiPanic, Lieutenant1=ePerk_Foundry_SHIVSuppression, Captain1=0, Major=0, Colonel1=0)
- [XComGame.XGTacticalGameCore]
- ; Psi Perk Configuration
- ; Perk-DNC TargetWill RequiredTech (Notes) +Fatigue
- ItemBalance_Easy=(eItem=29, iCash=50, iElerium=36, iAlloys=10, iTime=0, iEng=24) ; 29=ePerk_GeneMod_BrainFeedback, 36=eTech_InterrogateFloater
- ItemBalance_Easy=(eItem=149, iCash=50, iElerium=40, iAlloys=10, iTime=0, iEng=24) ; 149=ePerk_GeneMod_RegenPheromones, 40=eTech_InterrogateThinMan Regen Biofield
- ItemBalance_Easy=(eItem=68, iCash=50, iElerium=4, iAlloys=10, iTime=0, iEng=24) ; 68=ePerk_MindFray, 4=eTech_PsiLabs
- ItemBalance_Easy=(eItem=70, iCash=60, iElerium=35, iAlloys=20, iTime=0, iEng=6) ; 70=ePerk_PsiInspiration, 35=eTech_InterrogateSectoid
- ItemBalance_Easy=(eItem=146, iCash=60, iElerium=37, iAlloys=20, iTime=0, iEng=6) ; 146=ePerk_DistortionField, 37=eTech_InterrogateMuton Distortion Field
- ItemBalance_Easy=(eItem=74, iCash=70, iElerium=6, iAlloys=20, iTime=0, iEng=6) ; 74=ePerk_MindMerge, 6=eTech_AutopsySectoidCommander
- ItemBalance_Easy=(eItem=69, iCash=70, iElerium=38, iAlloys=20, iTime=0, iEng=6) ; 69=ePerk_PsiPanic, 38=eTech_InterrogateSectoidCommander
- ItemBalance_Easy=(eItem=72, iCash=80, iElerium=56, iAlloys=30, iTime=0, iEng=12) ; 72=ePerk_TelekineticField, 56=eTech_AutopsyEthereal
- ItemBalance_Easy=(eItem=119, iCash=80, iElerium=39, iAlloys=30, iTime=0, iEng=12) ; 119=ePerk_Foundry_SHIVSuppression, 39=eTech_InterrogateBerserker Psychokinetic Strike
- ItemBalance_Easy=(eItem=71, iCash=95, iElerium=43, iAlloys=30, iTime=0, iEng=12) ; 71=ePerk_MindControl, 43=eTech_InterrogateEthereal
- ItemBalance_Easy=(eItem=73, iCash=120, iElerium=0, iAlloys=0, iTime=0, iEng=12) ; 73=ePerk_Rift, specially coded requirement
- ; Gene Mod Configuration
- ; Perk-DNC $Cost RequiredTech Meld DaysinTank +Fatigue
- ItemBalance_Easy=(eItem=4, iCash=30, iElerium=53, iAlloys=10, iTime=10, iEng=6) ; ePerk_GeneMod_SecondHeart 53=Muton Elite Autopsy
- ItemBalance_Easy=(eItem=20, iCash=20, iElerium=47, iAlloys=8, iTime=6, iEng=9) ; ePerk_GeneMod_Adrenal 47=Muton Autopsy
- ItemBalance_Easy=(eItem=28, iCash=20, iElerium=51, iAlloys=12, iTime=10, iEng=6) ; ePerk_GeneMod_BrainDamping 51=Berserker Autopsy
- ItemBalance_Easy=(eItem=155, iCash=15, iElerium=44, iAlloys=8, iTime=4, iEng=3) ; ePerk_Medal_DefenderB (Smart Macrophages) 44=Sectoid Autopsy
- ItemBalance_Easy=(eItem=30, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_Pupils 13=Xenogenetics
- ItemBalance_Easy=(eItem=38, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_DepthPerception 13=Xenogenetics
- ItemBalance_Easy=(eItem=42, iCash=25, iElerium=58, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BioelectricSkin 58=Seeker Autopsy
- ItemBalance_Easy=(eItem=148, iCash=20, iElerium=50, iAlloys=10, iTime=10, iEng=12); ePerk_GeneMod_IronSkin 50=Cyberdisc Autopsy
- ItemBalance_Easy=(eItem=50, iCash=20, iElerium=46, iAlloys=12, iTime=7, iEng=9) ; ePerk_GeneMod_MuscleFiber 46=Thin Man Autopsy
- ItemBalance_Easy=(eItem=45, iCash=30, iElerium=48, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BoneMarrow 48=Chryssalid Autopsy
- [XComGame.XComPerkManager]
- ; Don't change these; too much hardcoded that corresponds to this
- 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)
- ; Perks exposed to Training Roulette
- ; 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
- ; Also some perks (like multi-shot perks) don't stack well, so please don't complain of bugs when you make changes here
- RandomPerks=ePerk_Aggression
- RandomPerks=ePerk_TacticalSense
- RandomPerks=ePerk_Flush
- RandomPerks=ePerk_BringEmOn
- RandomPerks=ePerk_CloseCombatSpecialist
- RandomPerks=ePerk_ExtraConditioning
- RandomPerks=ePerk_Resilience
- RandomPerks=ePerk_TracerBeams
- RandomPerks=ePerk_WillToSurvive
- RandomPerks=ePerk_DamnGoodGround
- RandomPerks=ePerk_Gunslinger
- RandomPerks=ePerk_BattleScanner
- RandomPerks=ePerk_Executioner
- RandomPerks=ePerk_Opportunist
- RandomPerks=ePerk_LowProfile
- RandomPerks=ePerk_Sprinter
- RandomPerks=ePerk_CoveringFire
- RandomPerks=ePerk_DeepPockets
- RandomPerks=ePerk_RifleSuppression_DEPRECATED
- RandomPerks=ePerk_Disabled_DEPRECATED
- RandomPerks=ePerk_Poisoned
- RandomPerks=ePerk_Medal_UrbanB
- RandomPerks=ePerk_Medal_DefenderA
- RandomPerks=ePerk_Medal_CouncilB
- RandomPerks=ePerk_XenobiologyOverlays
- RandomPerks=ePerk_Foundry_PistolIII
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