// Cataclysm Scenario Settings
// --------------------------------
//  General
// --------------------------------
// Name of mod
[MOD]"CATACLYSM"
// Author's name
[MODDER]"Unknown Modder"
// Mod version: 1, 2, 3, etc., in case multiple versions released
[VERSION]1
// 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]"Late one night, a small group of X-COM operatives is enjoying a little R&R at home, getting together for a yay-we-thwarted-an-alien-attack celebration. Suddenly they're interrupted by a loud grunt outside, followed by an unsteady knock at the door..."
// Time of day (determines light level): // DAY/NIGHT/RANDOM
[TIME]NIGHT
// 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]100
[ROAD_CHANCE_3]50
// Weighted chance to set max # 3x3 areas to given value each generation
[3X3_CHANCE_0]0
[3X3_CHANCE_1]0
[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"
[LOG_MESSAGE]20	[FLASH_NOTICE]1	[TEXT]"Message:\n>Help has been... delayed\n>Original evac site overrun\n>Designating new lift zone\n>Entire area getting too hot\n>Get yourselves and any survivors to the new site before mass extermination begins"
[LOG_MESSAGE]25	[FLASH_NOTICE]0	[TEXT]"Message:\n>Warning: Package inbound, 5 minutes until arrival."
[LOG_MESSAGE]29	[FLASH_NOTICE]0	[TEXT]"Message:\n>Warning: Package armed, 1 minute until detonation."
[LOG_MESSAGE]30	[FLASH_NOTICE]0	[TEXT]"Message:\n>****"
// 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]"TEXT HERE" // works, but not used in Cataclysm (uncomment to use)
// Text shown  on failure (all X-COM soldiers dead or unconscious)
//[FAILURE_TEXT]"TEXT HERE" // 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]50
//[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]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[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))
[SCORE]DYNAMIC_DEATH_0			[MULTIPLIER]-150	[NAME]"Family Members Lost"	[TRAIT]SCORE_FAMILY
//[SCORE]DYNAMIC_DEATH_1		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[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]10		[NAME]"Zombies Killed"		[TRAIT]SCORE_ZOMBIE
[SCORE]DYNAMIC_KILLED_1			[MULTIPLIER]150		[NAME]"Chryssalids Killed"	[TRAIT]SCORE_CHRYSS
[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"