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//========================================================================
// List of templates for character generation.
//========================================================================
//Description:
//
// chrtemplate <template-id> {}
//	defines a template
//	rate
//		only for phalanx soldiers - chance of selecting this template relative to sum of all rates
//	strength, speed, accuracy, mind, close, assault, sniper, explosive, health
//		min and max values for the attributes
//
//========================================================================

chrtemplate soldier {
	rate	100
	strength	"30 40"
	speed	"15 25"
	accuracy	"20 30"
	mind	"20 35"
	close	"15 25"
	assault	"15 25"
	sniper	"15 25"
	explosive	"15 25"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"90 110"
}

chrtemplate pilot {
	strength	"0 0"
	speed		"0 0"
	accuracy	"0 0"
	mind		"0 0"
	close		"0 0"
	assault	"0 0"
	sniper	"0 0"
	explosive	"0 0"
	piloting	"10 16"
	targeting	"10 16"
	evading		"10 16"
	health		"40 50"
}

chrtemplate civilian {
	strength	"15 20"
	speed	"5 10"
	accuracy	"10 15"
	mind	"10 15"
	close	"5 10"
	assault	"5 10"
	sniper	"5 10"
	explosive	"5 10"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"20 30"
}

chrtemplate alien_taman_light {
	strength	"20 20"
	speed	"25 35"
	accuracy	"30 40"
	mind	"50 85"
	close	"35 50"
	assault	"35 50"
	sniper	"35 50"
	explosive	"35 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"100 130"
}

chrtemplate alien_taman {
	strength	"38 38"
	speed	"25 35"
	accuracy	"30 40"
	mind	"50 85"
	close	"35 50"
	assault	"35 50"
	sniper	"35 50"
	explosive	"35 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"100 130"
}

chrtemplate alien_taman_heavy {
	strength	"60 60"
	speed	"25 35"
	accuracy	"30 40"
	mind	"50 85"
	close	"35 50"
	assault	"35 50"
	sniper	"35 50"
	explosive	"35 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"100 130"
}

chrtemplate alien_ortnok {
	strength	"60 80"
	speed	"20 30"
	accuracy	"30 45"
	mind	"20 40"
	close	"35 50"
	assault	"35 50"
	sniper	"35 50"
	explosive	"35 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"150 190"
}

chrtemplate alien_shevaar {
	strength	"45 55"
	speed	"30 40"
	accuracy	"30 50"
	mind	"30 60"
	close	"35 50"
	assault	"35 50"
	sniper	"35 50"
	explosive	"35 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"120 160"
}

chrtemplate alien_blood {
	strength	"55 55"
	speed	"50 50"
	accuracy	"50 50"
	mind	"50 50"
	close	"50 50"
	assault	"50 50"
	sniper	"50 50"
	explosive	"50 50"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"150 150"
}

chrtemplate alien_hovernet {
	strength	"55 55"
	speed	"70 70"
	accuracy	"30 30"
	mind	"50 50"
	close	"35 35"
	assault	"35 35"
	sniper	"35 35"
	explosive	"35 35"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"100 100"
}

chrtemplate robot {
	strength	"90 90"
	speed	"70 70"
	accuracy	"30 30"
	mind	"0 0"
	close	"35 35"
	assault	"35 35"
	sniper	"35 35"
	explosive	"35 35"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"200 200"
}

// For multiplayer characters ONLY! Keep rate set to 0!
chrtemplate soldier_mp {
	rate 0
	strength	"30 55"
	speed	"25 55"
	accuracy	"20 60"
	mind	"30 75"
	close	"20 60"
	assault	"20 60"
	sniper	"20 60"
	explosive	"20 60"
	piloting	"0 0"
	targeting	"0 0"
	evading	"0 0"
	health	"80 130"
}

//========================================================================
// List of body definitions.
//========================================================================
//Description:
//
// bodydef <id> {}
//	defines a body type
//	bodypart <id> {}
//	 defines a part of the body
//		name
//			Translatable name for the body part
//		hit_area
//			Defines the chances to hit this part of the body
//			First number is the chance this part will be hit from the front or back (as long as the impact is at the correct height -- see the last two numbers)
//			Second number same as above, but for the sides
//			Third number is the heigth of this body part, given as a fraction of the character's bounding box
//			Fourth number is the vertical offset at which this part 'starts', again given as a fraction of the bounding box
//		wound_threshold
//			Damage needed before this part is considered wounded (% of max HP)
//		penalty
//			Penalties received when this part is wounded, number is the median penalty
//			(a wound worth 50% of character's max HP would have the penalty listed -- adjusted linearly according with the actual damage recieved)
//			Valid penalties:
//				accuracy: reduced accuracy (%)
//				detection: reduced detection range (%)
//				shooting_tu: increased shooting TU cost (%)
//				reaction_time: increased TUs needed to trigger reaction fire (%)
//				movement_tu: increased movement TU cost (absolute number per tile moved)
//				max_tu: reduced max TU (%)
//
//========================================================================

bodydef default_unipart {
	bodypart default_body {
		name "_Body"
		hit_area "1 1 1 0"
		wound_threshold 10
		penalty (max_tu 10)
	}
}

bodydef humanoid_standard {
	bodypart humanoid_torso {
		name "_Torso"
		hit_area "1 0.3 0.4 0.47"
		bleeding_rate 10
		wound_threshold 10
		penalty (shooting_tu 25)
	}
	bodypart humanoid_legs {
		name "_Legs"
		hit_area "1 1 0.47 0"
		bleeding_rate 10
		wound_threshold 10
		penalty (movement_tu 1)
	}
	bodypart humanoid_arms {
		name "_Arms"
		hit_area "0 0.7 0.4 0.47"
		bleeding_rate 10
		wound_threshold 10
		penalty (accuracy 50)
		penalty (shooting_tu 25)
	}
	bodypart humanoid_head {
		name "_Head"
		hit_area "1 1 0.13 0.87"
		bleeding_rate 10
		wound_threshold 10
		penalty (accuracy 50)
		penalty (detection 50)
	}
}