// Cataclysm Scenario Settings
// --------------------------------
//  General
// --------------------------------
// Name of mod
[MOD]"Terror"
// Author's name
[MODDER]"10101"
// Mod version: 1, 2, 3, etc., in case multiple versions released
[VERSION]2.2
// 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]"COMMAND: \"The aliens are attacking an urban area. Your primary order is to eleminate all aliens there. Your second order is to protect the local citizens. In case you feel the urgent need to evacuate them from the site, we'll provide an evac-zone.\""
// 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]25
[ROAD_CHANCE_3]1
// Weighted chance to set max # 3x3 areas to given value each generation
[3X3_CHANCE_0]75
[3X3_CHANCE_1]25
[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]1 // 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]"You couldn't prevent those aliens from terrifing the citicen. That'll cost a lot of relations to the local government." // 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]25		[NAME]"Civilians Survived"	[TRAIT]Civ
//[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]-25		[NAME]"Rookies Lost"		[TRAIT]SCORE_ROOKIE
[SCORE]DYNAMIC_DEATH_1			[MULTIPLIER]-50		[NAME]"Sergeants Lost"		[TRAIT]SCORE_SERGEANT
[SCORE]DYNAMIC_DEATH_2			[MULTIPLIER]-75		[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]-50		[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"