// Cataclysm Scenario Settings
// --------------------------------
//  General
// --------------------------------
// Name of mod
[MOD]"Farm"
// Author's name
[MODDER]"10101"
// Mod version: 1, 2, 3, etc., in case multiple versions released
[VERSION]3.41
// Font set to start mod in, if possible (overrides default): fonts are found in data/fonts and listed in data/fonts/_config.xt
//[FONT]"Fontsetname" // comment out for default
// Intro text for mission brief screen
[BRIEF]"Classic mission from XCOM. A UFO landed/crashed at a farm."
// Time of day (determines light level): // DAY/NIGHT/RANDOM
[TIME]RANDOM
// Chance to place first, second, third roads
// (if a given road is not placed, none of those after it will be generated for that map, regardless of their chance)
// (if there are no roads at all, areas with ROAD-based rotation will instead be rotated randomly)
// (even if there will never be roads (ROAD_CHANCE_1=0), you must keep them in the areas/blueprints files, they just won't be used)
[ROAD_CHANCE_1]0
[ROAD_CHANCE_2]0
[ROAD_CHANCE_3]0
// Weighted chance to set max # 3x3 areas to given value each generation
[3X3_CHANCE_0]80
[3X3_CHANCE_1]20
[3X3_CHANCE_2]0
[3X3_CHANCE_3]0
[3X3_CHANCE_4]0
//[LOG_MESSAGE]# = round on which to show message, [FLASH_NOTICE]# = 0/1 whether to flash notice over map when message added to log, [TEXT]"" = content to print to log
// (can add as many different messages as you want)
//[LOG_MESSAGE]5	[FLASH_NOTICE]1	[TEXT]"Message:\n>Intelligence reports viral outbreak of alien origin in your area\n>If possible, assist your neighbors by escorting them to the evac zone\n>Help is on the way"
// These are very specific to Cataclysm (setting to 0 will deactivate them)
//[EVAC_A_TURN]5 // on this round, notified of first evac zone where "civilians" (any entity with "Civ" trait) can leave map
//[EVAC_B_TURN]20 // notified of second civilian evac zone, and X-COM can also retreat from the map here to end mission (can use B and not A if only want an X-COM evac zone)
// Round on which to nuke the map (0 would not set off a nuke at all)
//[NUKE]30
// If true, the indicated faction is not affected by morale changes (all other factions automatically ignore morale effects)
[IGNORE_MORALE_XCOM]0
[IGNORE_MORALE_ALIENS]0
// --------------------------------
//  Mission End
// --------------------------------
// Text shown on success
[SUCCESS_TEXT]"You cleared the site successfully." // works, but not used in Cataclysm (uncomment to use)
// Text shown  on failure (all X-COM soldiers dead or unconscious)
[FAILURE_TEXT]"The farm belongs to the aliens now..." // works, but not used in Cataclysm (uncomment to use)
// Success Triggers: If active, mission can end successfully under that condition
[SUCCESS_TRIGGER]ALIENS_DEAD		// all alien faction members are dead or unconscious
					// Note: If any prop exists that possesses any special ability *and* has the "BLOCK_SUCCESS" trait, it will prevent this condition from triggering
					// (this was used in Cataclysm to prevent success as long as any living Necrospores still existed, but could be used in other interesting ways)
//[SUCCESS_TRIGGER]EVACUATE		// all conscious X-COM members in Evac B area
//[SUCCESS_TRIGGER]USE_ITEM		[CONDITION]"XXX"// use ('u') an item named XXX (item must have a special ability, even if just flavor text; triggered immediately after item used)
//[SUCCESS_TRIGGER]MANIPULATE_PROP	[CONDITION]"XXX"// manipulate ('n') a prop named XXX (prop must have a special ability, even if just flavor text; triggered immediately after prop manipulated)
// (for better control than USE_ITEM/MANIPULATE_PROP can offer, use the END_MISSION SA effect)
// --------------------------------
//  Mission Scoring
// --------------------------------
// All available items are listed here; comment out any that you don't want to use, or uncomment those you want to use.
// (WARNING: Uncommenting *everything* will not fit nicely in the mission results screen. You can fit a total of about 20 different items--more than 23 will start to look wrong.)
// Note that "scoring" items are only shown to the player if their final value is not 0, while "stats" are always shown, even when 0.
// Scoring: These count towards the actual score total, with positive or negative point values multiplied by the number of instances
//[SCORE]"Species Identified"		[MULTIPLIER]25
[SCORE]"Aliens Neutralized"		[MULTIPLIER]20
[SCORE]"Specimens Recovered"		[MULTIPLIER]4	// counts number of alien corpses in level on mission success
[SCORE]"Arifacts Recovered"		[MULTIPLIER]2	// counts number of alien plasma/baster/stun/launcher weapons in level on mission success
//[SCORE]"Jigs on Alien Corpses"	[MULTIPLIER]5	// this is just a gimmick, counted when an X-COM soldier stands on an alien corpse at the end of a round (only once per corpse)
//[SCORE]"Soldiers MIA"			[MULTIPLIER]-100// those that don't make it to an evac (because unconscious); only works for Exodus and Cataclysm (+mods)
//[SCORE]"Soldiers KIA"			[MULTIPLIER]-50		
//[SCORE]"Soldiers Survived"		[MULTIPLIER]500		
//[SCORE]"Civilians Saved"		[MULTIPLIER]30		
//[SCORE]"Civilians Abandoned"		[MULTIPLIER]-25		
//[SCORE]"Civ Killed by Aliens"		[MULTIPLIER]-30		
//[SCORE]"Civ Killed by X-COM"		[MULTIPLIER]-100
//[SCORE]"Necrospores Killed"		[MULTIPLIER]5	// actually doesn't consider who killed it (though the nuke doesn't count)
// (these tally how many entities who are XCOM members have a certain trait at the conclusion of the mission; to use them, add a new trait to traits.xt and add that trait to whatever Race and/or Entity it applies to; more than one entity can have the same trait (they'll be tallied together)))
//[SCORE]DYNAMIC_XSURVIVED_0		[MULTIPLIER]1		[NAME]"Alien Powersource"		[TRAIT]Power
//[SCORE]DYNAMIC_XSURVIVED_1		[MULTIPLIER]50		[NAME]"Elerium-115"			[TRAIT]Power
//[SCORE]DYNAMIC_XSURVIVED_2		[MULTIPLIER]1		[NAME]"Alien Navigation"		[TRAIT]Navigation
//[SCORE]DYNAMIC_XSURVIVED_3		[MULTIPLIER]1		[NAME]"Alien Alloy"			[TRAIT]Alloy
//[SCORE]DYNAMIC_XSURVIVED_4		[MULTIPLIER]1		[NAME]"Alien Food"			[TRAIT]Food
//[SCORE]DYNAMIC_XSURVIVED_5		[MULTIPLIER]1		[NAME]"Alien Surgery"			[TRAIT]Surgery
//[SCORE]DYNAMIC_XSURVIVED_6		[MULTIPLIER]1		[NAME]"Alien Examination Room"		[TRAIT]Examination
//[SCORE]DYNAMIC_XSURVIVED_7		[MULTIPLIER]1		[NAME]"Alien Entertainment"		[TRAIT]Entertainment
//[SCORE]DYNAMIC_XSURVIVED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally how many entities who are *NOT* XCOM members have a certain trait at the conclusion of the mission; to use them, add a new trait to traits.xt and add that trait to whatever Race and/or Entity it applies to; more than one entity can have the same trait (they'll be tallied together)))
[SCORE]DYNAMIC_SURVIVED_0		[MULTIPLIER]20		[NAME]"Alien Powersource"	[TRAIT]SCORE_POWER
[SCORE]DYNAMIC_SURVIVED_1		[MULTIPLIER]5		[NAME]"Elerium-115"		[TRAIT]SCORE_ELERIUM115
[SCORE]DYNAMIC_SURVIVED_2		[MULTIPLIER]5		[NAME]"Alien Navigation"	[TRAIT]SCORE_NAVIGATION
[SCORE]DYNAMIC_SURVIVED_3		[MULTIPLIER]1		[NAME]"Alien Alloy"		[TRAIT]SCORE_ALLOY
[SCORE]DYNAMIC_SURVIVED_4		[MULTIPLIER]2		[NAME]"Alien Food"		[TRAIT]SCORE_FOOD
[SCORE]DYNAMIC_SURVIVED_5		[MULTIPLIER]2		[NAME]"Alien Surgery"		[TRAIT]SCORE_SURGERY
[SCORE]DYNAMIC_SURVIVED_6		[MULTIPLIER]2		[NAME]"Alien Examination Room"	[TRAIT]SCORE_EXAMINATION
[SCORE]DYNAMIC_SURVIVED_7		[MULTIPLIER]2		[NAME]"Alien Entertainment"	[TRAIT]SCORE_ENTERTAINMENT
//[SCORE]DYNAMIC_SURVIVED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally deaths of all entities with a certain trait; to use them, add a new trait to traits.xt and add that trait to whatever Race and or Entity it applies to; more than one entity can have the same trait (they'll be tallied together))
[SCORE]DYNAMIC_DEATH_0			[MULTIPLIER]-50		[NAME]"Rookies Lost"		[TRAIT]SCORE_ROOKIE
[SCORE]DYNAMIC_DEATH_1			[MULTIPLIER]-75		[NAME]"Sergeants Lost"		[TRAIT]SCORE_SERGEANT
[SCORE]DYNAMIC_DEATH_2			[MULTIPLIER]-100	[NAME]"Captains Lost"		[TRAIT]SCORE_CAPTAIN
[SCORE]DYNAMIC_DEATH_3			[MULTIPLIER]-150	[NAME]"Commander Lost"		[TRAIT]SCORE_COMMANDER
[SCORE]DYNAMIC_DEATH_4			[MULTIPLIER]-25		[NAME]"Tank Lost"		[TRAIT]SCORE_TANK
[SCORE]DYNAMIC_DEATH_5			[MULTIPLIER]-75		[NAME]"Hovertank Lost"		[TRAIT]SCORE_HOVER
//[SCORE]DYNAMIC_DEATH_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally *X-COM* kills of all entities with a certain trait; to use them, add a new trait to traits.xt and add that trait to whatever Race and or Entity it applies to; more than one entity can have the same trait (they'll be tallied together))
//[SCORE]DYNAMIC_KILLED_0			[MULTIPLIER]10		[NAME]"Sectoid Soldiers Killed"		[TRAIT]SCORE_SEC_SOL
//[SCORE]DYNAMIC_KILLED_1			[MULTIPLIER]12		[NAME]"Sectoid Navigators Killed"	[TRAIT]SCORE_SEC_NAV
//[SCORE]DYNAMIC_KILLED_2			[MULTIPLIER]16		[NAME]"Sectoid Engineers Killed"	[TRAIT]SCORE_SEC_ENG
//[SCORE]DYNAMIC_KILLED_3			[MULTIPLIER]14		[NAME]"Sectoid Medics Killed"		[TRAIT]SCORE_SEC_MED
//[SCORE]DYNAMIC_KILLED_4			[MULTIPLIER]25		[NAME]"Sectoid Leaders Killed"		[TRAIT]SCORE_SEC_LEA
//[SCORE]DYNAMIC_KILLED_5			[MULTIPLIER]35		[NAME]"Sectoid Commander Killed"	[TRAIT]SCORE_SEC_COM
//[SCORE]DYNAMIC_KILLED_6			[MULTIPLIER]25		[NAME]"Cyberdiscs Killed"		[TRAIT]SCORE_DISC
//[SCORE]DYNAMIC_KILLED_7			[MULTIPLIER]12		[NAME]"Floater Soldiers Killed"		[TRAIT]SCORE_F_SOL
//[SCORE]DYNAMIC_KILLED_8			[MULTIPLIER]14		[NAME]"Floater Navigators Killed"	[TRAIT]SCORE_F_NAV
//[SCORE]DYNAMIC_KILLED_9			[MULTIPLIER]18		[NAME]"Floater Engineers Killed"	[TRAIT]SCORE_F_ENG
//[SCORE]DYNAMIC_KILLED_10		[MULTIPLIER]16		[NAME]"Floater Medics Killed"		[TRAIT]SCORE_F_MED
//[SCORE]DYNAMIC_KILLED_11		[MULTIPLIER]20		[NAME]"Floater Leaders Killed"		[TRAIT]SCORE_F_LEA
//[SCORE]DYNAMIC_KILLED_12		[MULTIPLIER]25		[NAME]"Floater Commander Killed"	[TRAIT]SCORE_F_COM
//[SCORE]DYNAMIC_KILLED_13		[MULTIPLIER]20		[NAME]"Reapers Killed"			[TRAIT]SCORE_REAPER
//[SCORE]DYNAMIC_KILLED_14		[MULTIPLIER]15		[NAME]"Snakeman Soldiers Killed"	[TRAIT]SCORE_SNAKE_SOL
//[SCORE]DYNAMIC_KILLED_15		[MULTIPLIER]17		[NAME]"Snakeman Navigators Killed"	[TRAIT]SCORE_SNAKE_NAV
//[SCORE]DYNAMIC_KILLED_16		[MULTIPLIER]20		[NAME]"Snakeman Engineers Killed"	[TRAIT]SCORE_SNAKE_ENG
//[SCORE]DYNAMIC_KILLED_17		[MULTIPLIER]28		[NAME]"Snakeman Leaders Killed"		[TRAIT]SCORE_SNAKE_LEA
//[SCORE]DYNAMIC_KILLED_18		[MULTIPLIER]36		[NAME]"Snakeman Commander Killed"	[TRAIT]SCORE_SNAKE_COM
//[SCORE]DYNAMIC_KILLED_19		[MULTIPLIER]25		[NAME]"Chryssalids Killed"		[TRAIT]SCORE_CHRYSS
//[SCORE]DYNAMIC_KILLED_20		[MULTIPLIER]20		[NAME]"Ethereal Soldiers Killed"	[TRAIT]SCORE_ETH_SOL
//[SCORE]DYNAMIC_KILLED_21		[MULTIPLIER]30		[NAME]"Ethereal Leaders Killed"		[TRAIT]SCORE_ETH_LEA
//[SCORE]DYNAMIC_KILLED_22		[MULTIPLIER]40		[NAME]"Ethereal Commander Killed"	[TRAIT]SCORE_ETH_COM
//[SCORE]DYNAMIC_KILLED_23		[MULTIPLIER]30		[NAME]"Sectopods Killed"		[TRAIT]SCORE_POD
//[SCORE]DYNAMIC_KILLED_24		[MULTIPLIER]15		[NAME]"Munton Soldiers Killed"		[TRAIT]SCORE_MUT_SOL
//[SCORE]DYNAMIC_KILLED_25		[MULTIPLIER]17		[NAME]"Munton Navigators Killed"	[TRAIT]SCORE_MUT_NAV
//[SCORE]DYNAMIC_KILLED_26		[MULTIPLIER]19		[NAME]"Munton Engineers Killed"		[TRAIT]SCORE_MUT_ENG
//[SCORE]DYNAMIC_KILLED_27		[MULTIPLIER]20		[NAME]"Celatids Killed"			[TRAIT]SCORE_CEL
//[SCORE]DYNAMIC_KILLED_28		[MULTIPLIER]20		[NAME]"Silacoids Killed"		[TRAIT]SCORE_SIL
// Stats, X-COM: General statistics related to X-COM
//[SCORE]"Turns Passed"
//[SCORE]"Shots Fired"		
//[SCORE]"Shots Hit"		
//[SCORE]"Weapons Used"					// # different types of weapons used
//[SCORE]"Damage Inflicted"	
//[SCORE]"Wounds Sustained"	
//[SCORE]"Bloodloss Damage"	
//[SCORE]"Fires Started"		
//[SCORE]"Syringes Tested"				// # times SA w/name containing "Syringe" used (effect must be MOD_ENT)
//[SCORE]"Cards Drawn"					// # times SA w/name containing "Draw_Card" used (effect must be SPAWN_ENT)
//[SCORE]"Potions Quaffed"				// # times SA w/name containing "Potion" used (effect must be MOD_ENT)
//[SCORE]"Scrolls Read"					// # times SA w/name containing "Scroll" used (effect must be FLUFF_ENT, SPAWN_PROP, or SPAWN_ITEM)
//[SCORE]"Djinns Summoned"				// # times SA spawns entity w/name containing "Djinn"
//[SCORE]"Automatons Activated"				// # times SA spawns entity w/name containing "Cogmind"
//[SCORE]"Pandora's Gate Count"				// # times SA w/name containing "Pandora_Summon " used (effect must be SPAWN_ENT)
// Stats, General: General statistics unrelated to X-COM
//[SCORE]"Objects Destroyed"	
//[SCORE]"Terrain Destroyed"	
//[SCORE]"Necrospores Created"	
//[SCORE]"Pods Hatched"					// # times SA spawns entity "Zombie Spawn"
//[SCORE]"Shells Hatched"				// # times SA spawns entity "Chryssalid"
//[SCORE]"Buldges Hatched"				// # times SA spawns entity "Necrolord"