// Cataclysm Scenario Settings
// --------------------------------
//  General
// --------------------------------
// Name of mod
[MOD]"GROUND ZERO"
// Author's name
[MODDER]"Kyzrati"
// Mod version: 1, 2, 3, etc., in case multiple versions released
[VERSION]1.0
// 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]"Several small and possibly larger UFOs have slipped through our air defenses and landed in Sector 38F. It appears to be a repeat of what they did to Madrid, landing and linking enough power sources to begin teleporting in colossal-class terror units.\n\nAn international joint strike force will soon be ready to drop at 14 different locations throughout the area, and we need to buy them time. As the closest response team your unit is to spearhead the assault and land at the center of activity.\n\nThe enemy has likely secured defensive positions, so we're going in hot, with plenty of explosives to get the job done ourselves if necessary. UFO power sources are our primary targets. Let's show them what X-COM can do."
// 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]100
[ROAD_CHANCE_2]50
[ROAD_CHANCE_3]0
// Weighted chance to set max # 3x3 areas to given value each generation
[3X3_CHANCE_0]50
[3X3_CHANCE_1]50
[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]1	[FLASH_NOTICE]0	[TEXT]"Message:\n>Civilians in local area have been evacuated, any collateral damage is acceptable.\n>Fire at will."
[LOG_MESSAGE]22	[FLASH_NOTICE]1	[TEXT]"Message:\n>All units abort mission at your discretion and rendevous in designated zone."
// 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]22 // 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]"While unable to execute the mission as planned, we still bought the international strike force enough time to prepare for a mass landing. They have enough combined firepower to disrupt the power network and prevent a total loss of the area to the alien advance.\n\nWe hope."
// Text shown  on failure (all X-COM soldiers dead or unconscious)
[FAILURE_TEXT]"It was Madrid all over again. Yet more new species of colossal-class terror units gained a foothold in the area and gathered in unstoppable numbers before laying waste to a precisely 20 square kilometer area. They then vanished without a trace."
// 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]10	// 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]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_1		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_2		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[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))) - now also works for props that have a given trait AND also have at least one special ability with the PROP_NEW_ROUND trigger (the ability is not required to actually do anything)
[SCORE]DYNAMIC_SURVIVED_0		[MULTIPLIER]-150	[NAME]"Power Cores Remaining"	[TRAIT]SCORE_POWER
//[SCORE]DYNAMIC_SURVIVED_1		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_2		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[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)) - now also works for props that have a given trait
[SCORE]DYNAMIC_DEATH_0			[MULTIPLIER]150		[NAME]"Power Cores Destroyed"	[TRAIT]SCORE_POWER
[SCORE]DYNAMIC_DEATH_1			[MULTIPLIER]-100	[NAME]"Prototypes Lost"		[TRAIT]SCORE_PROTOTYPE
//[SCORE]DYNAMIC_DEATH_2		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[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]200		[NAME]"Colossus Killed"		[TRAIT]SCORE_COLOSSUS
[SCORE]DYNAMIC_KILLED_1			[MULTIPLIER]500		[NAME]"Armd. Colossus Killed"	[TRAIT]SCORE_COLOSSUS2
//[SCORE]DYNAMIC_KILLED_2		[MULTIPLIER]200		[NAME]"Necrolords Killed"	[TRAIT]SCORE_NECROLORD
//[SCORE]DYNAMIC_KILLED_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// Stats, X-COM: General statistics related to X-COM
[SCORE]"Shots Fired"		
[SCORE]"Shots Hit"		
[SCORE]"Weapons Used"					// # different types of weapons used
[SCORE]"Damage Inflicted"	
[SCORE]"Wounds Sustained"	
[SCORE]"Bloodloss Damage"	
//[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]"Turns Passed"
[SCORE]"Fires Started"		
[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"