We now on XenForo 2.3! Testing on the way!
Думаю 1 будет похож на правду.
Не будет, пока не дойдешь и не изучишь в литейке "Улучшенный дугомет". Лучше сразу 3 и не париться :hang::pardon:
 
GoT, дал бы сразу ссылку на весь интернет :wink:

Эти будут лучше, думается:
http://forums.nexusmods.com/index.p...faultgamecoreini-settings-and-their-funtions/
http://www.gamer.ru/xcom-enemy-unknown/mod-svoimi-rukami
P.S. Хотя вот каким боком в требованиях на постройку радаров инженера учитываются так и не нашёл.

Не будет
Таки будет. "1" это ванильное значение и оно меня вполне устраивало.
 
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; Alien pod behavior -- chance they will lurk rather than patrol on various mission types
-- вероятность того, что они прячутся, а не патрулируют на различных типах миссий
ABDUCTION_LURK_PCT=50
SMALL_UFO_LURK_PCT=20
LARGE_UFO_LURK_PCT=50
и
; Multiplier for timing of alien upgrades (%, lower slower later alien upgrades)
Множитель времени обучения инопланетян (%, ниже медленнее)
MaxActiveAIUnits=70 ; Normal
MaxActiveAIUnits=100 ; Classic
MaxActiveAIUnits=110 ; Brutal
MaxActiveAIUnits=130 ; Impossible
 
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Спасибо! Полазаю по ссылкам. Посмотрю что там интересного есть)) За подсказку как и чего редактировать - отдельное ОГРОМНОЕ спасибо!!!
 
Посмотрел по ссылкам, но не нашел такой момент: в ваниле кинетический модуль, помимо урона в рукопашном бою , добавлял мобильности, и МЭК носился гораздо шустрее чем такой же но с огнеметом. В моде этого вроде как нет и встает вопрос: можно ли сделать так, чтобы кинетический модуль добавлял мобильность МЭКу. Ибо без дополнительной мобильности сблизиться с противником на дистанцию рукопашного боя гораздо сложнее и огнемет является ГОРАЗДО более приоритетным на ЛЮБОЙ миссии.
 
Зачем усложнять.
В XComGameCore найдите eAP_MEC и правьте как хотите iMobilityBonus.
Там и броньки все и танки, всё понятно, особенно после прочтения сайтов - куда вам ссылки давали.
 
Это не совсем то. Если дать просто прибавку к броне, то МЭК будет быстрее и с огнеметом. и с кинетическим модулем... И тогда огнемет - имба! Попробую поискать в Оружии. может найду там чего поправить надо))))

Апдейт: НАШЕЛ!!!

Weapons=( strName="", iType=eItem_MecKineticArm, ABILITIES[0]=eAbility_MEC_KineticStrike, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=12, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )

Но, мне кажется, что тут нет строки отвечающей за прибавку к мобильности((( Или я неправ?
 
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Думаю мобильность менять нужно в параметрах брони:
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor1, iHPBonus=8, iDefenseBonus=8, iFlightFuel=0, iWillBonus=0, iLargeItems=2, iSmallItems=2, iMobilityBonus=3 ) MEC-1 Paladin
 
Ну он же писал что это не вариант ибо огнемёт как был сильней в таком случае так и останется.
 
Странные понятия о силе. Заяц сильнее волка, потому что быстрее? При правильном позиционировании в обоих случаях доберёшься. А значит надо смотреть плюсы и минусы. Минус огнемёта - 2 заряда. Плюс (в некоторых нечастых случаях) возможность задеть несколько противников и устроить панику.
 
Огнемет - прекрасен по групповым слабо бронированным целям . Особенно по бойцам Экзальт и криссалидам. А сектоидов и вовсе можно пачками жарить))) А Кинетический модуль хорош против хорошо бронированных одиночных целей (Берсерки, Мехтоиды и т.д.) Но это мое видение вопроса. ИМХО, так сказать
 
Господа, есть вот такой мод для LW правда для беты 14: Easy War. Как бы совместить его плюсы с 15 бетой? К сожалению у самого тупа со временем напряженно (в LW имею возможность поиграть 3-5 часов в неделю). Тем более нет возможности самому поковырять.
 

Attachments

При его установке на 15b исчезает самая "вкусняшка"-выбор страны с бонусами для базы, есть глюк с юсовцами, с северным полюсом и с 20 тарелками одновременно(зависание игрухи наглухо).
 
Всем привет. Такой вопрос. В моде ставлю опцию Красный туман (налагающую штрафы при ранении). Очень логичная опция, добавляющая реализма, ибо нелогично видеть бойца (или чужака) с последним оставшимся HP, рассекающего по карте и стреляющего так же как и здоровые. Но есть одно НО - штраф от Красного тумана налагается даже в том случае, если у бойца в шкале здоровья отсутствует хотя бы 1 HP (не важно что это очко брони).

В бою часто многие бойцы получают незначительные повреждения брони, но они тоже становятся "раненными", получают штраф к мобиле и меткости - это очень напрягает, да и нелогично. Буду очень признателен, если кто-нибудь подскажет, где прописаны опции срабатывания Красного тумана (перк "Контузия") и как выставить его срабатывание только если задеты очки здоровья, а не брони - такая функция в игре учтена, например после миссии боец не попадает на лечение, если повреждения затронули только очки брони. Заранее очень признателен тому, кто подскажет где это править.
 
thefirst
Есть новее EasyLW-518-0-0-1 http://www.nexusmods.com/xcom/mods/518/?, я его сравнивал с 14i
Показаны значения в оригинале Long War и на, что изменили

DefaultGameData.ini

MISSION_FAIL_LOW_PANIC=20 10
MISSION_FAIL_HIGH_PANIC=40 30
MISSION_REWARD_LOW_DAYS=21 31
MISSION_REWARD_LOW_MULT=0.5f 0.75f
MISSION_REWARD_MED_DAYS=41 51
MISSION_REWARD_MED_MULT=0.75f 1
MISSION_REWARD_SOLDIER_LOW_LEVEL=1 2
MISSION_REWARD_SOLDIER_MED_LEVEL=2 3
MISSION_REWARD_SOLDIER_HIGH_LEVEL=3 4

SLINGSHOT_LOWFRIENDS_START_DAY=65 51

REQUEST_WINDOW1_MIN_DAY=5 14
REQUEST_WINDOW1_MAX_DAY=15 21

NUM_PER_CLASS_DISTRIBUTION=4 8 ;to determine what classes your soldiers get, all classes are added this number of times to an array
это определяет, какие классы получают ваши солдаты, все классы добавлены такое количество раз, чтобы массива

[XComStrategyGame.XGStrategyActorNativeBase]
HQASSAULT_REINFORCEMENT_CAPACITY=12 8 ; This is the number of soldiers you'll be forced to equip before the XCOM HQ assault. Only eight will appear in the mission. Allowed range is 8 to 12.
Это количество солдат, вы будете вынуждены оборудовать перед штурмом базы XCOM. Только восемь появится в миссии. Допустимый диапазон-от 8 до 12.
BLUESHIRT_WILL_MOD=0 -10
BLUESHIRT_HP_MOD=0 -1


DefaultGameCore.ini

Characters=( strName="", iType=eChar_Floater, Will=20 10
Characters=( strName="", iType=eChar_Thinman, Will=25 15
Characters=( strName="", iType=eChar_Muton, Will=30 10
Characters=( strName="", iType=eChar_MutonElite, Will=40 20
Characters=( strName="", iType=eChar_EtherealUber, Will=200 150
Characters=( strName="", iType=eChar_Outsider, Will=100 20

BalanceMods_Easy=( eType=eChar_Soldier, iDefense=0 10
BalanceMods_Easy=( eType=eChar_Tank, iDefense=0 10
BalanceMods_Easy=( eType=eChar_Sectoid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Floater, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Thinman, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Muton, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Cyberdisc, iAim=-10 0
BalanceMods_Easy=( eType=eChar_SectoidCommander, iAim=-10 0
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_MutonElite, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Ethereal, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Chryssalid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Zombie, iAim=-10 0
BalanceMods_Easy=( eType=eChar_MutonBerserker, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Sectopod, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Drone, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Outsider, iAim=-10 0
BalanceMods_Easy=( eType=eChar_EtherealUber, iAim=-10 0
BalanceMods_Easy=( eType=eChar_BattleScanner, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Mechtoid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Seeker, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltOperative, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltSniper, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltMedic, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iAim=-10 0

; XCOM HQ Initial Power Supply -- Do not relocate! The game reads these into an array in the order it encounters them, so it needs to be here for the class deco options to work.
XCOM HQ первичного источника питания -- не рвемся! Игра считывает данные в массив в порядке их обнаружении, поэтому он должен быть здесь для класса-деко параметры для работы.
HQ_BASE_POWER=30; 36 Normal

m_iSoldierXPLevels=120 100
m_iSoldierXPLevels=350 300
m_iSoldierXPLevels=700 600
m_iSoldierXPLevels=1200 1000
m_iSoldierXPLevels=1900 1500
m_iSoldierXPLevels=2800 2000
m_iSoldierXPLevels=4000 3500

ThinManPlagueSlider=5 3 ; Normal

DeathBlossomSlider=5 3 ; Normal

BloodCallSlider=8 5 ; Normal

AlienGrenadeSlider=6 4 ; Normal

SmokeGrenadeSlider=5 3 ; Normal

; Country Funding Multiplier by Difficulty Level; use this to give the system more total cash to give to XCOM
Страна финансирования множитель, на уровне сложности; используйте это, чтобы дать системе больше всего денежных средств, чтобы дать XCOM
FundingBalance=1 1.2 ; Normal

CYBERDISC_ELERIUM=20 21 ; 2.0 2.1
HFLOATER_ELERIUM=610 1015 ; Floater = 0.5, H. Floater = 1.0 Floater = 1.0, H. Floater = 1.0
DRONE_ELERIUM=804 1608 ; Seeker = 0.8, Drone = 0.4 Seeker = 1.6, Drone = 0.8
SECTOPOD_ELERIUM=50 70 ; 5.0 7.0
MECHTOID_ELERIUM=25 50 ; 2.5 5.0
CYBERDISC_ALLOYS=40 80 ; 4.0 8.0
HFLOATER_ALLOYS=615 1220 ; Floater = 0.5, H. Floater = 1.5 Floater = 1.6, H. Floater = 2.0
DRONE_ALLOYS=1005 1510 ; Seeker = 1.0, Drone = 0.5 Seeker = 1.5, Drone = 1.5
SECTOPOD_ALLOYS=100 150 ; 10.0 15.0
MECHTOID_ALLOYS=60 120 ; 6.0 12.0
MECHTOID_MELD=20 50 ; 2 5
HFLOATER_MELD=408 3030 ; Floater = 0.4, H. Floater = 0.8 Floater = 3.0, H. Floater = 3.0

WORKSHOP_REBATE_PCT=10 5 ; Value is the alloy/elerium rebate for the first workshop, with additional workshops the bonus scales asympotically to 50%
Значение-это сплав/elerium бонусе на первую мастерскую, дополнительные мастерские бонус весы асимптотически 50%

NUM_STARTING_STEAM_VENTS=2 3 ; сколько точек пара
; Ангар
INTERCEPTOR_REPAIR_HOURS=600 48 ; сколько надо часов, чтобы восстановить полностью поврежденный перехватчик. Часов на ремонт перехватчика с 100% урона. Установка этого ниже 75, как сообщается, вызывает ошибку. Если вы играете с этим в любом случае, и получить 0-days-to-repair ошибка, 700+, пока ошибки уходят.
INTERCEPTOR_REARM_HOURS=168 12 ; Часов на перевооружение
INTERCEPTOR_TRANSFER_TIME=36 24 ; Часов, чтобы отправить перехватчик на другой континент

; Начальный Размер Отряда. Превышать 12 независимо от обновлений. Изменение это повлияет только на новые кампании.
SKYRANGER_CAPACITY = 6 8

; Country defection values Страна отклонение(выход) значения
PANIC_DEFECT_THRESHHOLD_EASY=95 100 ; Normal; Минимальный уровень паники на лице дезертирство свернуть в конце месяца
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=95 100
SAT_PANIC_REDUCTION_PER_MONTH=5 10 ; Normal; Если страна имеет спутник, он будет Сбит это гораздо выше паника, один раз в месяц, но шанс, что это произойдет PANIC_X_REDUCTION_CHANCE
SAT_PANIC_REDUCTION_PER_MONTH=5 10
SAT_PANIC_REDUCTION_PER_MONTH=5 10
SAT_PANIC_REDUCTION_PER_MONTH=5 10
PANIC_5_REDUCTION_CHANCE=50 100 ; Normal Нормальный % шанс спутникового сокращение, если паника >= 95
PANIC_4_REDUCTION_CHANCE=10 50 ; Normal; иначе % шанс снижения, если паника >= 80
Сейчас есть изменения, с 15б НЕ СРАВНИВАЛ
Кто хочет может от сюда себе добавить, хотя играя в 15б, и так поломан весь баланс оружия.
 
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Кстати, если кто-то подскажет как это сделать, то я могу выложить измененный файл ИНИ, для тех , кому 15 бета сложновата. Я менял следующее:
1. Больше сплавов
2. Больше НАНО-СПЛАВА
3. Чуть прочнее высокоуровневая броня и МЭК
4. Чуть сильнее огнемет
5. Чуть мощнее гранаты.
6. Уменьшено время ремонта, усталости и лечения
Ну и еще чуток по мелочи, уже не помню. (В любом случае надо делать резервную копию своего ИНИ файла, чтобы, если не понравится, вернуть все как было.
 
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Electric
Вставь текст файла ИНИ под спойлер.
 
Пользователи могут упоминать друг друга в сообщениях, просто нажав на ник пользователя под аватарой. Если нажать на аватару, покажет карточку пользователя.
 
[XComGame.XGTacticalGameCore]
Characters=( strName="", iType=eChar_Civilian, HP=4, Offense=0, Defense=20, Mobility=11, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_CivilianCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Soldier, HP=4, Offense=75, Defense=0, Mobility=13, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_CanGainXP, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Tank, HP=8, Offense=70, Defense=0, Mobility=14, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Sectoid, HP=3, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=5, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_MindMerge, ABILITIES[2]=eAbility_PsiPanic, ABILITIES[3]=eAbility_MindFray, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
Characters=( strName="", iType=eChar_Floater, HP=5, Offense=65, Defense=0, Mobility=14, SightRadius=27, Will=20, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Fly, ABILITIES[2]=eAbility_Launch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Flight, Properties[1]=eCP_AirEvade, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Thinman, HP=5, Offense=70, Defense=0, Mobility=14, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Climb, Properties[1]=eCP_Poisonous,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Muton, HP=8, Offense=70, Defense=10, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Intimidate, ABILITIES[2]=eAbility_BloodCall, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
Characters=( strName="", iType=eChar_Cyberdisc, HP=18, Offense=70, Defense=0, Mobility=18, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_CloseCyberdisc, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_AirEvade, Properties[1]=eCP_Flight, Properties[2]=eCP_DeathExplosion, Properties[3]=eCP_Robotic, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.25 )
Characters=( strName="", iType=eChar_SectoidCommander, HP=15, Offense=65, Defense=20, Mobility=12, SightRadius=27, Will=90, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_PsiControl, ABILITIES[2]=eAbility_Mindfray, ABILITIES[3]=eAbility_GreaterMindMerge, ABILITIES[4]=eAbility_PsiPanic, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
Characters=( strName="", iType=eChar_FloaterHeavy, HP=15, Offense=70, Defense=10, Mobility=12, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=eAbility_Fly, ABILITIES[2]=eAbility_Launch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Flight, Properties[1]=eCP_AirEvade, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_MutonElite, HP=20, Offense=80, Defense=20, Mobility=12, SightRadius=27, Will=40, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
Characters=( strName="", iType=eChar_Ethereal, HP=20, Offense=100, Defense=40, Mobility=12, SightRadius=27, Will=120, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=eAbility_Rift, ABILITIES[2]=eAbility_PsiControl, ABILITIES[3]=eAbility_PsiDrain, ABILITIES[4]=eAbility_Mindfray, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Hardened, Properties[1]=0, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
Characters=( strName="", iType=eChar_EtherealUber, HP=60, Offense=120, Defense=50, Mobility=12, SightRadius=27, Will=200, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=eAbility_Rift, ABILITIES[2]=eAbility_PsiControl, ABILITIES[3]=eAbility_PsiDrain, ABILITIES[4]=eAbility_Mindfray, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Hardened, Properties[1]=0, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Chryssalid, HP=8, Offense=0, Defense=10, Mobility=20, SightRadius=27, Will=50, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_MeleeOnly, Properties[1]=eCP_Hardened, Properties[2]=eCP_Poisonous, Properties[3]=eCP_Climb, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=True, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Zombie, HP=12, Offense=0, Defense=0, Mobility=9, SightRadius=27, Will=120, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Poisonous, Properties[1]=eCP_MeleeOnly,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_MutonBerserker, HP=20, Offense=60, Defense=20, Mobility=17, SightRadius=27, Will=80, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_BullRush, ABILITIES[1]=eAbility_Bloodlust, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_MeleeOnly, Properties[1]=eCP_Hardened, Properties[2]=eCP_Climb, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=True, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.1 )
Characters=( strName="", iType=eChar_Sectopod, HP=35, Offense=80, Defense=0, Mobility=12, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=eCP_DeathExplosion, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.5 )
Characters=( strName="", iType=eChar_Drone, HP=3, Offense=60, Defense=0, Mobility=12, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_ShotOverload, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Flight, Properties[2]=eCP_Hardened, Properties[3]=eCP_AirEvade,Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.75 )
Characters=( strName="", iType=eChar_Outsider, HP=10, Offense=75, Defense=0, Mobility=12, SightRadius=27, Will=100, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=eCP_PoisonImmunity,Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_BattleScanner, HP=10, Offense=0, Defense=0, Mobility=0, SightRadius=18, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Poisonous, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=False, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=False, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_Mechtoid, HP=25, Offense=75, Defense=0, Mobility=14, SightRadius=27, Will=40, ShieldHP=6, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_Hardened, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1.25 )
Characters=( strName="", iType=eChar_Seeker, HP=4, Offense=65, Defense=0, Mobility=16, SightRadius=27, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=32, Reaction=0, ABILITIES[0]=eAbility_Fly, ABILITIES[1]=eAbility_Stealth, ABILITIES[2]=92, ABILITIES[3]=93, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=eCP_Robotic, Properties[1]=eCP_AirEvade, Properties[2]=eCP_Flight, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=0.85 )
Characters=( strName="", iType=eChar_ExaltOperative, HP=6, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltSniper, HP=5, Offense=70, Defense=0, Mobility=12, SightRadius=27, Will=25, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltHeavy, HP=7, Offense=60, Defense=0, Mobility=12, SightRadius=27, Will=20, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltMedic, HP=6, Offense=55, Defense=0, Mobility=12, SightRadius=27, Will=30, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltEliteOperative, HP=10, Offense=70, Defense=0, Mobility=12, SightRadius=27, Will=60, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltEliteSniper, HP=8, Offense=80, Defense=0, Mobility=12, SightRadius=27, Will=55, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltEliteHeavy, HP=10, Offense=65, Defense=0, Mobility=11, SightRadius=27, Will=50, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_ExaltEliteMedic, HP=9, Offense=65, Defense=0, Mobility=12, SightRadius=27, Will=60, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=True, bCanUse_eTraversal_ClimbOver=True, bCanUse_eTraversal_ClimbOnto=True, bCanUse_eTraversal_ClimbLadder=True, bCanUse_eTraversal_DropDown=True, bCanUse_eTraversal_Grapple=True, bCanUse_eTraversal_Landing=True, bCanUse_eTraversal_BreakWindow=True, bCanUse_eTraversal_KickDoor=True, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
Characters=( strName="", iType=eChar_None, HP=0, Offense=0, Defense=0, Mobility=0, SightRadius=0, Will=0, ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, ABILITIES[6]=0, ABILITIES[7]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, bCanUse_eTraversal_Normal=False, bCanUse_eTraversal_ClimbOver=False, bCanUse_eTraversal_ClimbOnto=False, bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=False, bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=False, bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )
BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=-5, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20 )
BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=20 )
BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Floater, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Thinman, iDamage=1, iCritHit=3, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=25 )
BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Zombie, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Outsider, iDamage=1, iCritHit=3, iAim=10, iDefense=0, iHP=0, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=0, iMobility=0, iWill=25 )
BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Seeker, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=2, iCritHit=3, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=5 )
BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=210, iAim=4,iDefense=0, iHP=1, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=330, iAim=404,iDefense=0,iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=450, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=450, iAim=404,iDefense=0,iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=200)
BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=270, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=350, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=350, iAim=400,iDefense=0,iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=350, iAim=4,iDefense=0, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=480, iAim=404,iDefense=4, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=480, iAim=404,iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=480, iAim=4,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=480, iAim=4,iDefense=4, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=630, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=630, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=630, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=630, iAim=5,iDefense=4, iHP=2, iMobility=1, iWill=200)
BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=900, iAim=404,iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=900, iAim=4,iDefense=0, iHP=2, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=900, iAim=4,iDefense=4, iHP=2, iMobility=1, iWill=200)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=30, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=120, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=240, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=300, iAim=4, iDefense=4, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=360, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=420, iAim=4, iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=510, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=600, iAim=4, iDefense=4, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=690, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=900, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=1200, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=15)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=240, iAim=5, iDefense=0, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=330, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=570, iAim=0, iDefense=4, iHP=0, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=690, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=780, iAim=505,iDefense=0, iHP=0, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=900, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=1200, iAim=5, iDefense=4, iHP=3, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=90, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=210, iAim=500,iDefense=0, iHP=1, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=360, iAim=505,iDefense=3, iHP=0, iMobility=1, iWill=203)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=450, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=600, iAim=505,iDefense=3, iHP=1, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=700, iAim=505,iDefense=3, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=800, iAim=0, iDefense=3, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=900, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=1200, iAim=505,iDefense=10, iHP=6, iMobility=1, iWill=203)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=210, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=330, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=420, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=510, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=600, iAim=202,iDefense=2, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=700, iAim=2, iDefense=2, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=800, iAim=2, iDefense=3, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=900, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Muton, iDamage=1, iCritHit=1200, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=270, iAim=0, iDefense=1000, iHP=2, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=360, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=420, iAim=0, iDefense=1000, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=720, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=900, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1200, iAim=505,iDefense=1000, iHP=3, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=100)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=400, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=480, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=110)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=660, iAim=0, iDefense=4, iHP=3, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=780, iAim=0, iDefense=3, iHP=3, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=900, iAim=0, iDefense=4, iHP=5, iMobility=1, iWill=110)
BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1200, iAim=0, iDefense=5, iHP=5, iMobility=1, iWill=110)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=360, iAim=0, iDefense=1000, iHP=3, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=420, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=500, iAim=4, iDefense=0, iHP=2, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=600, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=800, iAim=0, iDefense=4, iHP=2, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=900, iAim=404,iDefense=4, iHP=2, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=2, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=500, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=2, iMobility=1, iWill=105)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=700, iAim=0, iDefense=3, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=800, iAim=404,iDefense=4, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=900, iAim=4, iDefense=5, iHP=5, iMobility=1, iWill=110)
BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=1, iCritHit=1200, iAim=4, iDefense=5, iHP=10, iMobility=1, iWill=110)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=400)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=15)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=540, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=215)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=700, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=1, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=210)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=150, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=102)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=2, iMobility=1, iWill=102)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=550, iAim=0, iDefense=5, iHP=1, iMobility=1, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=650, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=102)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=725, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=800, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=1, iCritHit=900, iAim=0, iDefense=5, iHP=2, iMobility=2, iWill=202)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=210, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=360, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=480, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Zombie, iDamage=1, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=270, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=300, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=330, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=420, iAim=0, iDefense=0, iHP=2, iMobility=2, iWill=103)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=500, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=600, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=700, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=800, iAim=0, iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=900, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=2, iCritHit=1200, iAim=0, iDefense=0, iHP=5, iMobility=2, iWill=303)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=1, iAim=0, iDefense=4000, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=450, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=600, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=4, iCritHit=700, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=800, iAim=5, iDefense=1000, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=900, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=3, iCritHit=1200, iAim=0, iDefense=1000, iHP=5, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=0, iDefense=1000, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=15, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=30, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=45, iAim=0, iDefense=200, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=60, iAim=0, iDefense=400, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=120, iAim=4, iDefense=0, iHP=3, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=270, iAim=4, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=360, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=900, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Drone, iDamage=1, iCritHit=1200, iAim=4, iDefense=4, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=105)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=120, iAim=4, iDefense=5, iHP=2, iMobility=1, iWill=105)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=240, iAim=404,iDefense=1002, iHP=3, iMobility=0, iWill=105)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=360, iAim=4, iDefense=1002, iHP=3, iMobility=1, iWill=105)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=480, iAim=404,iDefense=2, iHP=0, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=600, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=750, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Outsider, iDamage=1, iCritHit=900, iAim=1010, iDefense=1000,iHP=3, iMobility=1, iWill=105)
BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=1500)
BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=540, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=700, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=900, iAim=0, iDefense=10, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=270, iAim=0, iDefense=0, iHP=102,iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=360, iAim=0, iDefense=0, iHP=101,iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=420, iAim=4, iDefense=1000, iHP=102,iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=500, iAim=404,iDefense=4, iHP=3, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=0, iCritHit=600, iAim=4, iDefense=0, iHP=103,iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=700, iAim=0, iDefense=4, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Mechtoid, iDamage=1, iCritHit=900, iAim=8, iDefense=1000, iHP=303,iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=2000, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=150, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=210, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=240, iAim=2, iDefense=1005, iHP=0, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=300, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=420, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=540, iAim=2, iDefense=1000, iHP=0, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=700, iAim=2, iDefense=0, iHP=0, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=0, iCritHit=800, iAim=2, iDefense=0, iHP=3, iMobility=1, iWill=0)
BalanceMods_Normal=(eType=eChar_Seeker, iDamage=1, iCritHit=900, iAim=6, iDefense=1005, iHP=5, iMobility=3, iWill=0)
BalanceMods_Hard=(eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Zombie, iDamage=0, iCritHit=45099,iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=5, iWill=5); Low Profile
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=2, iAim=4, iDefense=2, iHP=0, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=3, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=4, iAim=4, iDefense=2, iHP=1, iMobility=11, iWill=5); Executioner
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=23, iWill=5); Rapid Reaction
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=6, iAim=4, iDefense=2, iHP=1, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=7, iAim=4, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=8, iAim=4, iDefense=0, iHP=5, iMobility=45, iWill=5); Regeneration
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=1, iCritHit=9, iAim=4, iDefense=0, iHP=2, iMobility=138, iWill=5); Combined Arms
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=99, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=3020, iAim=3, iDefense=0,iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=18020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30015,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=15);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=30020,iAim=0, iDefense=0,iHP=1, iMobility=0, iWill=10);
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=27099,iAim=0, iDefense=0,iHP=0, iMobility=5, iWill=0); Low Profile
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=72099,iAim=0, iDefense=0,iHP=1, iMobility=45, iWill=5); Regeneration
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=1, iAim=4, iDefense=1, iHP=1, iMobility=47, iWill=2); Covering Fire
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=15, iWill=2); DamnGoodGround
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=3, iAim=4, iDefense=1, iHP=1, iMobility=40, iWill=2); Close Combat Specialist
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=4, iAim=0, iDefense=1, iHP=1, iMobility=25, iWill=2); Danger Zone
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=5, iAim=2, iDefense=1, iHP=1, iMobility=31, iWill=2); Sprinter
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6, iAim=4, iDefense=1, iHP=1, iMobility=93, iWill=2); Mayhem
BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=7, iAim=8, iDefense=1, iHP=5, iMobility=26, iWill=2); Ready for Anything
BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=139, iWill=2); Repair Servos
BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=2); Tactical Sense
BalanceMods_Hard=(eType=eChar_Floater, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=2); Combined Arms
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=4, iDefense=0, iHP=1, iMobility=25, iWill=0); Danger Zone
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=6015,iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=24015,iAim=2,iDefense=0, iHP=1, iMobility=0, iWill=2);
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=9020,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=18015,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=21020,iAim=4, iDefense=0, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=11, iWill=4); Executioner
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=1, iMobility=22, iWill=4); Close and Personal
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=3, iAim=5, iDefense=0, iHP=1, iMobility=153, iWill=4); Sharpshooter
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=81, iWill=4); Bombard
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=1, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=5, iAim=0, iDefense=0, iHP=1, iMobility=23, iWill=5); Rapid Reaction
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=1, iMobility=31, iWill=5); Sprinter
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=7, iAim=10,iDefense=0, iHP=1, iMobility=35, iWill=6); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=7); Aggression
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=11, iWill=2); Executioner
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9025,iAim=2,iDefense=0, iHP=1, iMobility=15, iWill=2); Damn Good Ground
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=9015,iAim=0,iDefense=0, iHP=1, iMobility=31, iWill=0); Sprinter
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=18015,iAim=0,iDefense=0, iHP=1, iMobility=35, iWill=0); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=24099,iAim=0,iDefense=0, iHP=1, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=55010,iAim=5,iDefense=0, iHP=-4, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=40099,iAim=0,iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=1, iAim=2, iDefense=2, iHP=2, iMobility=47, iWill=3); Covering Fire
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=2, iAim=2, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=3, iAim=2, iDefense=2, iHP=1, iMobility=64, iWill=3); HEAT Warheads
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=4, iAim=2, iDefense=1, iHP=1, iMobility=81, iWill=3); Bombard
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=2, iDefense=2, iHP=2, iMobility=17, iWill=4); Will to Survive
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=6, iAim=2, iDefense=1, iHP=1, iMobility=54, iWill=4); Sentinel
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=126, iWill=4); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=7, iAim=2, iDefense=5, iHP=5, iMobility=112, iWill=4); Tandem Warheads
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=5, iMobility=32, iWill=5); Aggression
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=0, iMobility=33, iWill=5); Tactical Sense
BalanceMods_Hard=(eType=eChar_Muton, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=5); Combined Arms
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=9015,iAim=2, iDefense=1,iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=12025,iAim=0, iDefense=1,iHP=0, iMobility=30, iWill=0); HyperReactivePupils
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=15025,iAim=0, iDefense=1,iHP=0, iMobility=38, iWill=0); Depth Perception
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=45010,iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=65050,iAim=0, iDefense=0,iHP=0, iMobility=112, iWill=0); Tandem Warheads
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=1, iAim=0, iDefense=4, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=2, iAim=0, iDefense=4, iHP=1, iMobility=81, iWill=0); Bombard
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=3, iAim=0, iDefense=4, iHP=1, iMobility=134, iWill=0); Damage Control
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=2, iDefense=4, iHP=1, iMobility=139, iWill=0); Repair Servos
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=1, iCritHit=5, iAim=2, iDefense=12, iHP=1, iMobility=32, iWill=0); Aggression
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=30006,iAim=2, iDefense=4, iHP=2, iMobility=23, iWill=0); Rapid Reaction
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=7, iAim=2, iDefense=4, iHP=3, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=5, iDefense=25, iHP=15, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=64, iWill=0); HEAT Warheads
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=1, iAim=0, iDefense=1, iHP=1, iMobility=146, iWill=4); Distortion Field
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=2, iAim=0, iDefense=1, iHP=1, iMobility=5, iWill=4); Low Profile
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=3, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=4, iAim=0, iDefense=1, iHP=2, iMobility=0, iWill=4);
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=30005,iAim=0, iDefense=1, iHP=1, iMobility=32, iWill=4); Aggression
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=33006,iAim=0, iDefense=1, iHP=1, iMobility=40, iWill=4); Close Combat Specialist
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=36007,iAim=0, iDefense=1, iHP=1, iMobility=149, iWill=4); Regen Biofield
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=10); Combined Arms
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=94, iWill=0); Gunslinger
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=25, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2);
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=1, iCritHit=42099,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=5, iHP=2, iMobility=139, iWill=2); Repair Servos
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=2); HEAT Ammo
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=34, iWill=2); Close and Personal
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=1, iMobility=81, iWill=2); Bombard
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=2); Tactical Sense
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=36006,iAim=2, iDefense=0, iHP=1, iMobility=26, iWill=2); Ready for Anything
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=42007,iAim=2, iDefense=10, iHP=2, iMobility=17, iWill=2); Will to Survive
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=8, iAim=3, iDefense=0, iHP=3, iMobility=93, iWill=5); Mayhem
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=3, iDefense=0, iHP=3, iMobility=25, iWill=5); Danger Zone
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=1, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=9, iAim=500, iDefense=0,iHP=0, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=15, iWill=1); Damn Good Ground
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30050,iAim=0, iDefense=0,iHP=0, iMobility=38, iWill=1); Depth Perception
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125,iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=125, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=115, iAim=0, iDefense=0, iHP=1, iMobility=59, iWill=0); Sapper
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=36025, iAim=3, iDefense=0,iHP=1,iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=27020, iAim=2, iDefense=0,iHP=1,iMobility=25, iWill=0); Danger Zone
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30020, iAim=2, iDefense=0,iHP=1,iMobility=93, iWill=0); Mayhem
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=30010, iAim=0, iDefense=0,iHP=0,iMobility=115, iWill=0); Shredder Ammo
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=25, iAim=3, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=2, iDefense=3, iHP=2, iMobility=126, iWill=3); Light 'Em Up
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=81, iWill=3); Bombard
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=140, iWill=0); Fortiores Una
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=2, iAim=1, iDefense=1, iHP=1, iMobility=10, iWill=3); Opportunist
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=3, iAim=2, iDefense=3, iHP=2, iMobility=33, iWill=3); Tactical Sense
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=4, iAim=1, iDefense=1, iHP=1, iMobility=39, iWill=4); Bring 'Em On
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=4, iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=5, iAim=2, iDefense=3, iHP=2, iMobility=54, iWill=4); Sentinel
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=6, iAim=1, iDefense=1, iHP=1, iMobility=17, iWill=4); Will to Survive
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=45007,iAim=2, iDefense=5,iHP=2, iMobility=144, iWill=4); Reactive Targeting Sensors
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=7, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=1, iCritHit=8, iAim=5, iDefense=0, iHP=10, iMobility=32, iWill=30); Aggression
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=66008,iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0,iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0,iMobility=115, iWill=0); Shredder Ammo
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=36099, iAim=0, iDefense=1, iHP=0, iMobility=30, iWill=2); HyperReactivePupils
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=42099, iAim=0, iDefense=0, iHP=0, iMobility=112, iWill=0); Tandem Warheads
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=0, iMobility=47, iWill=2); Covering Fire
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=64, iWill=0); HEAT Warheads
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=81, iWill=0); Bombard
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=70099, iAim=0, iDefense=1, iHP=1, iMobility=58, iWill=0); Lock N' Load
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=133, iAim=5, iDefense=1, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=50010, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=20);
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=115, iAim=0, iDefense=1, iHP=0, iMobility=24, iWill=0); Grenadier
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60033, iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=45010, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=60015, iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=36001,iAim=0, iDefense=0,iHP=2, iMobility=146, iWill=3); Distortion Field
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=39002,iAim=0, iDefense=0,iHP=2, iMobility=143, iWill=4); Shock Absorbent Armor
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=42003,iAim=0, iDefense=0,iHP=2, iMobility=0, iWill=4);
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=45004,iAim=0, iDefense=0,iHP=2, iMobility=31, iWill=4); Sprinter
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=48005,iAim=0, iDefense=0,iHP=2, iMobility=11, iWill=5); Executioner
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=51006,iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=5);
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=54007,iAim=0, iDefense=0,iHP=5, iMobility=3, iWill=15); Squadsight
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=8, iAim=0, iDefense=0,iHP=5, iMobility=0, iWill=15);
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=9, iAim=0, iDefense=0,iHP=5, iMobility=138, iWill=15); COmbined Arms
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=3, iCritHit=199, iAim=0, iDefense=0,iHP=0, iMobility=45, iWill=15);
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=143, iWill=0); Shock-Absorbent Armor
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=146, iWill=0); Distortion Field
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=10, iWill=0); Opportunist
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=34, iWill=0); Close Encounters
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=1, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=2, iAim=0, iDefense=5, iHP=1, iMobility=35, iWill=5); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=3, iAim=0, iDefense=5, iHP=2, iMobility=45, iWill=5); Regeneration
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=4, iAim=0, iDefense=5, iHP=1, iMobility=31, iWill=5); Sprinter
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=5, iAim=0, iDefense=5, iHP=2, iMobility=0, iWill=5)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=6, iAim=0, iDefense=5, iHP=1, iMobility=143, iWill=5); Shock Absorbent Armor
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=7, iAim=0, iDefense=5, iHP=5, iMobility=0, iWill=5)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=5)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=9, iAim=0, iDefense=120,iHP=20, iMobility=43, iWill=5); Resilience
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=25, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=20, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=15, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=10, iAim=0, iDefense=1, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=18099,iAim=0,iDefense=0,iHP=0, iMobility=45, iWill=0); Regeneration
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=1, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=2, iAim=0, iDefense=3, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=3, iAim=0, iDefense=3, iHP=2, iMobility=45, iWill=3); Regeneration
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=4, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=5, iAim=0, iDefense=3, iHP=2, iMobility=0, iWill=3);
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=6, iAim=0, iDefense=3, iHP=2, iMobility=31, iWill=3); Sprinter
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=7, iAim=0, iDefense=15,iHP=5, iMobility=0, iWill=3);
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=8, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=3);
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=9, iAim=0, iDefense=15,iHP=15, iMobility=33, iWill=3); Tactical Sense
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=35, iWill=0); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=99, iAim=0, iDefense=0, iHP=0, iMobility=50, iWill=0); Muscle Fiber Density
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=25, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=20, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=15, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1, iCritHit=10, iAim=0, iDefense=2, iHP=1, iMobility=0, iWill=0)
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=1, iAim=5, iDefense=5, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=2, iAim=0, iDefense=5, iHP=0, iMobility=10, iWill=10); Opportunist
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=3, iAim=5, iDefense=5, iHP=0, iMobility=35, iWill=10); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=4, iAim=5, iDefense=0, iHP=0, iMobility=26, iWill=10); Ready For Anything
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=5, iAim=5, iDefense=30,iHP=10, iMobility=40, iWill=10); Close Combat Specialist
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=6, iAim=5, iDefense=0, iHP=0, iMobility=54, iWill=10); Sentinel
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=86, iWill=10); Damage Control
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=20, iMobility=138, iWill=10); Combined Arms
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=45, iWill=10); Regeneration
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=60099,iAim=0, iDefense=0, iHP=0,iMobility=28, iWill=0); Neural Damping
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=36003,iAim=0, iDefense=10,iHP=5, iMobility=139, iWill=0); Repair Servos
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=42004,iAim=0, iDefense=10,iHP=5, iMobility=90, iWill=0); HEAT Ammo
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=66005,iAim=0, iDefense=10,iHP=5, iMobility=54, iWill=0); Sentinel
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=72006,iAim=0, iDefense=10,iHP=5, iMobility=144, iWill=0); Reactive Targeting Sensors
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=99907,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=139, iWill=0); Repair Servos
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=54, iWill=0); Sentinel
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=144, iWill=0); Reactive Targeting Sensors
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=30,iDefense=20,iHP=35, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=8, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=90, iWill=0); HEAT Ammo
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=9, iAim=0, iDefense=0 ,iHP=0, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=1, iAim=0, iDefense=10,iHP=0, iMobility=19, iWill=0); Holo-Targeting
BalanceMods_Hard=(eType=eChar_Drone, iDamage=2, iCritHit=3, iAim=0, iDefense=10,iHP=2, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=7, iAim=15, iDefense=20,iHP=15,iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=8, iAim=0, iDefense=10,iHP=0, iMobility=142, iWill=0); Absorption Field
BalanceMods_Hard=(eType=eChar_Drone, iDamage=3, iCritHit=9, iAim=10, iDefense=20,iHP=30,iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=199, iAim=0, iDefense=-20, iHP=0,iMobility=0, iWill=0); Early game Small drone
BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=12090, iAim=0, iDefense=20, iHP=0,iMobility=19,iWill=0); Holo-Targeting
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=11, iWill=3); Executioner
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=141, iWill=3); Platform Stability
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=133, iWill=3); Advanced Fire Control
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=4, iAim=2, iDefense=5, iHP=2, iMobility=143, iWill=3); Shock Absorbent Armor
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=139, iWill=3); Repair Servos
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=2, iMobility=23, iWill=3); Rapid Reaction
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=2, iCritHit=7, iAim=2, iDefense=20,iHP=10, iMobility=144, iWill=3); El Maxtoid; Reactive Targeting Sensors
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=7, iAim=0, iDefense=0, iHP=0, iMobility=142, iWill=0); Absorption Field
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=90, iWill=0); HEAT Ammo
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=9, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_Mechtoid, iDamage=0, iCritHit=99,iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=1, iAim=0, iDefense=1, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=2, iAim=2, iDefense=5, iHP=3, iMobility=19, iWill=0); Holo-Targeting
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=3, iAim=2, iDefense=5, iHP=3, iMobility=23, iWill=0); Rapid Reaction
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=4, iAim=2, iDefense=5, iHP=5, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=5, iAim=2, iDefense=10, iHP=5, iMobility=141, iWill=0); Platform Stability
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=6, iAim=2, iDefense=10, iHP=5, iMobility=86, iWill=0); Damage Control
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=7, iAim=2, iDefense=10, iHP=10, iMobility=34, iWill=0); Close Encounters
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=1, iCritHit=9, iAim=2, iDefense=10, iHP=10, iMobility=138, iWill=0); Combined Arms
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=94, iWill=0); Gunslinger
BalanceMods_Hard=(eType=eChar_Seeker, iDamage=0, iCritHit=167,iAim=0, iDefense=0, iHP=0, iMobility=120, iWill=0); Unlimited cloaks
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=10, iWill=0); Opportunist
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=32, iWill=2); Aggression
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=0); Tactical Sense
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=21, iWill=2); Suppression
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=39, iWill=0); Bring 'Em On
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=2); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=43, iWill=0); Resilience
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=9, iAim=10, iDefense=0,iHP=10, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=-5, iDefense=0,iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=5, iDefense=0,iHP=-1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=125, iAim=0, iDefense=0,iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=1, iAim=3, iDefense=0, iHP=0, iMobility=153, iWill=0); Sharpshooter
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=2, iAim=3, iDefense=0, iHP=0, iMobility=5, iWill=2); Low Profile
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=3, iWill=0); Squadsight
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=4, iAim=3, iDefense=0, iHP=1, iMobility=32, iWill=2); Aggression
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=6, iAim=3, iDefense=0, iHP=0, iMobility=11, iWill=2); Executioner
BalanceMods_Hard=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=14, iWill=0); In the Zone
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=47, iWill=2); Covering Fire
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=0); Grenadier
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=2); Danger Zone
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=90, iWill=0); Heat Ammo
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
BalanceMods_Hard=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=66, iWill=0); Javelin Rockets
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=2); Covering Fire
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=33, iWill=1); Tactical Sense
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=2); Sprinter
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=2); Opportunist
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=45, iWill=1); Regeneration
BalanceMods_Hard=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=24, iWill=0); Grenadier
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=3); Opportunist
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=32, iWill=0); Aggression
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=0, iMobility=35, iWill=3); Lightning Reflexes
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=81, iWill=0); Bombardier
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=43, iWill=3); Resilience
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=7, iAim=3, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=9, iAim=10,iDefense=0, iHP=10, iMobility=153, iWill=25); Sharpshooter
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=1, iCritHit=15, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=0);
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=25, iAim=0, iDefense=0, iHP=0, iMobility=47, iWill=0); Covering Fire
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
BalanceMods_Hard=(eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=33, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=0, iWill=1);
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=153, iWill=1); Sharpshooter
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=3, iAim=3, iDefense=0, iHP=0, iMobility=32, iWill=1); Aggression
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=159, iWill=1); Lone Wolf
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=5, iAim=3, iDefense=0, iHP=0, iMobility=93, iWill=1); Mayhem
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=14, iWill=1); In the Zone
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=7, iAim=5, iDefense=0, iHP=1, iMobility=39, iWill=3); Bring 'Em On
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=5, iMobility=138, iWill=13); Combined Arms
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=3, iDefense=0, iHP=1, iMobility=3, iWill=1); Squadsight
BalanceMods_Hard=(eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=99, iAim=7, iDefense=0, iHP=0, iMobility=5, iWill=0); Low Profile
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=1, iMobility=25, iWill=1); Danger Zone
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=66, iWill=1); Javelin Rockets
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=1, iMobility=126, iWill=0); Light 'em Up
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=0, iMobility=24, iWill=1); Grenadier
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=1, iMobility=17, iWill=2); Will to Survive
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=90, iWill=1); HEAT Ammo
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=1, iMobility=93, iWill=2); Mayhem
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=0, iMobility=81, iWill=1); Bombardier
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=1, iMobility=92, iWill=2); Rocketeer
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=9, iAim=2, iDefense=0, iHP=10, iMobility=33, iWill=12); Tactical Sense
BalanceMods_Hard=(eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=50, iAim=0, iDefense=0, iHP=0, iMobility=126, iWill=0); Light 'Em Up
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=2, iDefense=0, iHP=0, iMobility=47, iWill=1); Covering Fire
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=1, iAim=0, iDefense=0, iHP=0, iMobility=21, iWill=0); Suppression
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=0, iDefense=0, iHP=0, iMobility=33, iWill=0); Tactical Sense
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=2, iAim=2, iDefense=0, iHP=1, iMobility=52, iWill=1); Dense Smoke
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=31, iWill=1); Sprinter
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=3, iAim=2, iDefense=0, iHP=0, iMobility=45, iWill=1); Regeneration
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=4, iAim=2, iDefense=0, iHP=1, iMobility=55, iWill=1); Savior
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=5, iAim=2, iDefense=0, iHP=0, iMobility=10, iWill=1); Opportunist
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=6, iAim=2, iDefense=0, iHP=1, iMobility=5, iWill=2); Low Profile
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=7, iAim=2, iDefense=0, iHP=0, iMobility=54, iWill=2); Sentinel
BalanceMods_Hard=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=9, iAim=5, iDefense=0, iHP=8, iMobility=126, iWill=10); Light 'Em Up
HQ_BASE_POWER=30; Normal
HQ_BASE_POWER=30; Classic
HQ_BASE_POWER=30; Brutal
HQ_BASE_POWER=30; Impossible
NUM_STARTING_SOLDIERS=40
SOLDIER_COST=15 ; All Difficulties
BARRACKS_CAPACITY=100
LOW_AIM=80 ; Minimum starting aim for rookie; Midpoint set by soldier character entry; Max = (2 * Mid) - Min
LOW_MOBILITY=14 ; Minimum starting mobility for rookie; Midpoint set in soldier character entry; Max = (2 * Mid) - Min
HIGH_MOBILITY=-5 ; Relative starting defense, added to amounts in Characters= and BalanceMods entries
LOW_WILL=50 ; Minimum Starting Will for rookie; midpoint set by soldier character entry; Max = (2 * Mid) - Min
HIGH_WILL=3 ; Minimum Starting hp for rookie; midpoitn set by soldier character entry; Max = (2 * Mid) - Min
ROOKIE_AIM=1 ; Point cost for aim in soldier build
ROOKIE_MOBILITY=104 ; xxyy: xx = Point cost for defense; yy = Point cost for mobility
ROOKIE_STARTING_WILL=301 ; xxyy: xx = Point cost for hit points; yy = Point cost for will
SOLDIER_COST_HARD=13 ; Minimum mobility for new soldier / blueshirt to auto-equip Tac Armor instead of Tac Vest
SOLDIER_COST_CLASSIC=63 ; Minimum aim for new soldier / blueshirt to auto-equip Assault Rifle instead of Assault Carbine
PSI_GIFT_CHANCE=0.7 ; Chance of successful training if soldier Will equals Psi Power's target will; (Lower this to .25 to bring back More Than Human SW option)
PSI_TRAINING_HOURS=48
PSI_NUM_TRAINING_SLOTS=3 ; Not much point in changing this; UI-limited; could repurpose this with changes to 3 functions
BASE_DAYS_INJURED=480 ; max hours a soldier can be injured
RAND_DAYS_INJURED=1520 ; xxyy, where x and y control how days/research alters max injury timeout, d by x / (Days + y)
RAND_DAYS_INJURED_TANK=50; %-based scaler for fatigue timeout; 100=100%; 0 should mostly eliminate except for adders
SPECIES_POINT_LIMIT=12 ; Hours of fatigue per officer level
BASE_DAYS_INJURED_TANK=24 ; hours
ALLOY_SHIV_HP_BONUS=10 ; These are "base" hp bonuses that require repair.
HOVER_SHIV_HP_BONUS=8
LATE_UFO_CHANCE=33 ; 0 means class is always random; 100 means always least common; 33 means roughly 50% chance of least common, because you also have 1 in 4 chance of rolling it up on a d4.
DEFENDER_MEDIKIT=6 ; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)
COUNCIL_STAT_BONUS=-1 ; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)
ShowUFOsOnMission=-1 ; Rookie headgear; See help file for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.
HQ_BASE_POWER=32 ; Sniper Color
HQ_BASE_POWER=-1 ; Sniper Headgear
HQ_BASE_POWER=15 ; Scout Color
HQ_BASE_POWER=-1 ; Scout Headgear
HQ_BASE_POWER=12 ; Rocketeer Color
HQ_BASE_POWER=-1 ; Rocketeer Headgear
HQ_BASE_POWER=9 ; Gunner Color
HQ_BASE_POWER=-1 ; Gunner Headgear
HQ_BASE_POWER=29 ; Medic Color
HQ_BASE_POWER=-1 ; Medic Headgear
HQ_BASE_POWER=22 ; Engineer Color
HQ_BASE_POWER=-1 ; Engineer Headgear
HQ_BASE_POWER=21 ; Assault Color
HQ_BASE_POWER=-1 ; Assault Headgear
HQ_BASE_POWER=19 ; Infantry Color
HQ_BASE_POWER=-1 ; Infantry Headgear
m_iSoldierXPLevels=0 ; PFC
m_iSoldierXPLevels=120 ; Specialist
m_iSoldierXPLevels=350 ; Lance Corporal
m_iSoldierXPLevels=700 ; Corporal / Lieutenant
m_iSoldierXPLevels=1200 ; Sergeant / Captain
m_iSoldierXPLevels=2000 ; Technical Sergeant / Major
m_iSoldierXPLevels=3000 ; Gunnery Sergeant / Colonel
m_iSoldierXPLevels=4200 ; Master Sergeant / Field Commander
m_iPsiXPLevels=0 ; None
m_iPsiXPLevels=100 ; Awakened
m_iPsiXPLevels=250 ; Sensitive
m_iPsiXPLevels=500 ; Talent
m_iPsiXPLevels=850 ; Adept
m_iPsiXPLevels=1350 ; Psion
m_iPsiXPLevels=2000 ; Master
m_iPsiXPLevels=99999 ; Volunteer
SoldierStatProgression=(eClass=11, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
SoldierStatProgression=(eClass=11, eRank=eRank_Corporal, iHP=2000, iAim=20504, iWill=20805)
SoldierStatProgression=(eClass=11, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
SoldierStatProgression=(eClass=11, eRank=eRank_Lieutenant, iHP=2000, iAim=20504, iWill=10402)
SoldierStatProgression=(eClass=11, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10402)
SoldierStatProgression=(eClass=11, eRank=eRank_Major, iHP=2000, iAim=20504, iWill=10402)
SoldierStatProgression=(eClass=11, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
SoldierStatProgression=(eClass=21, eRank=eRank_Squaddie, iHP=2000, iAim=20504, iWill=20805)
SoldierStatProgression=(eClass=21, eRank=eRank_Corporal, iHP=2000, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=21, eRank=eRank_Sergeant, iHP=5001, iAim=20504, iWill=10603)
SoldierStatProgression=(eClass=21, eRank=eRank_Lieutenant, iHP=2000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=21, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=10603)
SoldierStatProgression=(eClass=21, eRank=eRank_Major, iHP=2000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=21, eRank=eRank_Colonel, iHP=5001, iAim=20504, iWill=10402)
SoldierStatProgression=(eClass=12, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=12, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=12, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=12, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=12, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=12, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=12, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=22, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=22, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
SoldierStatProgression=(eClass=22, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=22, eRank=eRank_Lieutenant, iHP=4000, iAim=10202, iWill=10603)
SoldierStatProgression=(eClass=22, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=22, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=22, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=13, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=21006)
SoldierStatProgression=(eClass=13, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=21006)
SoldierStatProgression=(eClass=13, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10704)
SoldierStatProgression=(eClass=13, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=13, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=13, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=13, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=23, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=23, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
SoldierStatProgression=(eClass=23, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=23, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=23, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=23, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=23, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=14, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=14, eRank=eRank_Corporal, iHP=4000, iAim=10302, iWill=20805)
SoldierStatProgression=(eClass=14, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=14, eRank=eRank_Lieutenant, iHP=4000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=14, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=14, eRank=eRank_Major, iHP=4000, iAim=10302, iWill=10603)
SoldierStatProgression=(eClass=14, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=24, eRank=eRank_Squaddie, iHP=6001, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=24, eRank=eRank_Corporal, iHP=3000, iAim=10503, iWill=20805)
SoldierStatProgression=(eClass=24, eRank=eRank_Sergeant, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=24, eRank=eRank_Lieutenant, iHP=6001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=24, eRank=eRank_Captain, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=24, eRank=eRank_Major, iHP=3000, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=24, eRank=eRank_Colonel, iHP=6001, iAim=10503, iWill=10603)
SoldierStatProgression=(eClass=31, eRank=eRank_Squaddie, iHP=6001, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Corporal, iHP=2000, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Sergeant, iHP=2000, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Lieutenant, iHP=6001, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Captain, iHP=2000, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Major, iHP=2000, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=31, eRank=eRank_Colonel, iHP=6001, iAim=20504, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=41, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Squaddie, iHP=6001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Corporal, iHP=3000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Sergeant, iHP=3000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Lieutenant, iHP=6001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Captain, iHP=3000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Major, iHP=3000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=32, eRank=eRank_Colonel, iHP=6001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Squaddie, iHP=9901, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Corporal, iHP=9901, iAim=301, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Sergeant, iHP=9901, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Lieutenant, iHP=9901, iAim=301, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Captain, iHP=9901, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Major, iHP=9901, iAim=301, iWill=602)
SoldierStatProgression=(eClass=42, eRank=eRank_Colonel, iHP=9901, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=33, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Squaddie, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Corporal, iHP=5000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Sergeant, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Lieutenant, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Captain, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Major, iHP=5000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=43, eRank=eRank_Colonel, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Squaddie, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Corporal, iHP=5000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Sergeant, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Lieutenant, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Captain, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Major, iHP=5000, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=34, eRank=eRank_Colonel, iHP=8001, iAim=10302, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Squaddie, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Corporal, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Sergeant, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Lieutenant, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Captain, iHP=7001, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Major, iHP=4000, iAim=10503, iWill=602)
SoldierStatProgression=(eClass=44, eRank=eRank_Colonel, iHP=7001, iAim=10503, iWill=602)
iRandWillIncrease=2 ; rand(x) to all level ups; turned off if Hidden Potential is active
iBaseOTSWillIncrease=1 ; bonus will for psis only
iRandOTSWillIncrease=6 ; bonus random will for psis only
HQ_STARTING_MONEY=4 ; Master Sergeants will roll on a small harcoded stat bonus table every xth mission
HQ_BASE_POWER=25; United States
HQ_BASE_POWER=95; Russia
HQ_BASE_POWER=25; China
HQ_BASE_POWER=25; United Kingdom
HQ_BASE_POWER=25; Germany
HQ_BASE_POWER=25; France
HQ_BASE_POWER=25; Japan
HQ_BASE_POWER=25; India
HQ_BASE_POWER=20; Australia
HQ_BASE_POWER=15; Italy
HQ_BASE_POWER=18; South Korea
HQ_BASE_POWER=10; Turkey
HQ_BASE_POWER=20; Indonesia
HQ_BASE_POWER=10; Spain
HQ_BASE_POWER=10; Pakistan
HQ_BASE_POWER=18; Canada
HQ_BASE_POWER=10; Iran
HQ_BASE_POWER=12; Israel
HQ_BASE_POWER=18; Egypt
HQ_BASE_POWER=25; Brazil
HQ_BASE_POWER=12; Argentina
HQ_BASE_POWER=15; Mexico
HQ_BASE_POWER=20; South Africa
HQ_BASE_POWER=10; Poland
HQ_BASE_POWER=10; Ukraine
HQ_BASE_POWER=20; Nigeria
HQ_BASE_POWER=3 ; Venezuela
HQ_BASE_POWER=10; Greece
HQ_BASE_POWER=4 ; Colombia
HQ_BASE_POWER=8 ; Portugal
HQ_BASE_POWER=10; Sweden
HQ_BASE_POWER=15; Ireland
HQ_BASE_POWER=15; Scotland
HQ_BASE_POWER=10; Norway
HQ_BASE_POWER=10; Netherlands
HQ_BASE_POWER=10; Belgium
HQ_BASE_POWER=2 ; Bosnia and Herzegovina
HQ_BASE_POWER=1 ; Honduras
HQ_BASE_POWER=2 ; Algeria
HQ_BASE_POWER=2 ; Ethiopia
HQ_BASE_POWER=2 ; Kenya
HQ_BASE_POWER=1 ; Morocco
HQ_BASE_POWER=1 ; Tanzania
HQ_BASE_POWER=1 ; Zimbabwe
HQ_BASE_POWER=1 ; Bangladesh
HQ_BASE_POWER=1 ; Kazakhstan
HQ_BASE_POWER=8 ; Malaysia
HQ_BASE_POWER=3 ; New Zealand
HQ_BASE_POWER=3 ; Philippines
HQ_BASE_POWER=5 ; Saudi Arabia
HQ_BASE_POWER=4 ; Taiwan
HQ_BASE_POWER=8 ; Thailand
HQ_BASE_POWER=6 ; Vietnam
HQ_BASE_POWER=4 ; Austria
HQ_BASE_POWER=5 ; Czech Republic
HQ_BASE_POWER=4 ; Denmark
HQ_BASE_POWER=5 ; Finland
HQ_BASE_POWER=3 ; Hungary
HQ_BASE_POWER=3 ; Romania
HQ_BASE_POWER=1 ; Cuba
HQ_BASE_POWER=1 ; Guatemala
HQ_BASE_POWER=1 ; Panama
HQ_BASE_POWER=2 ; Chile
HQ_BASE_POWER=2 ; Ecuador
HQ_BASE_POWER=2 ; Peru
HQ_BASE_POWER=0 ; United Nations
HQ_BASE_POWER=0 ; XCOM
HQ_BASE_POWER=1 ; Bolivia
HQ_BASE_POWER=1 ; Nicaragua
HQ_BASE_POWER=2 ; Bulgaria
HQ_BASE_POWER=2 ; Croatia
HQ_BASE_POWER=2 ; Serbia
HQ_BASE_POWER=1 ; Slovakia
HQ_BASE_POWER=1 ; Switzerland
HQ_BASE_POWER=2 ; Angola
HQ_BASE_POWER=2 ; Ghana
HQ_BASE_POWER=1 ; Iraq
HQ_BASE_POWER=1 ; Jordan
HQ_BASE_POWER=1 ; Syria
HQ_BASE_POWER=1 ; Mongolia
HQ_BASE_POWER=1 ; Costa Rica
HQ_BASE_POWER=1 ; El Salvador
HQ_BASE_POWER=1 ; Paraguay
HQ_BASE_POWER=1 ; Uruguay
HQ_BASE_POWER=1 ; Albania
HQ_BASE_POWER=2 ; Belarus
HQ_BASE_POWER=1 ; Estonia
HQ_BASE_POWER=1 ; Iceland
HQ_BASE_POWER=1 ; Kosovo
HQ_BASE_POWER=1 ; Latvia
HQ_BASE_POWER=1 ; Lithuania
HQ_BASE_POWER=1 ; Macedonia
HQ_BASE_POWER=1 ; Moldova
HQ_BASE_POWER=1 ; Montenegro
HQ_BASE_POWER=1 ; Slovenia
HQ_BASE_POWER=1 ; Botswana
HQ_BASE_POWER=1 ; Cameroon
HQ_BASE_POWER=1 ; DR Congo
HQ_BASE_POWER=1 ; Gabon
HQ_BASE_POWER=1 ; Ivory Coast
HQ_BASE_POWER=1 ; Libya
HQ_BASE_POWER=1 ; Mozambique
HQ_BASE_POWER=1 ; Namibia
HQ_BASE_POWER=1 ; Senegal
HQ_BASE_POWER=1 ; Sudan
HQ_BASE_POWER=1 ; Tunisia
HQ_BASE_POWER=1 ; Zambia
HQ_BASE_POWER=1 ; Afghanistan
HQ_BASE_POWER=1 ; Armenia
HQ_BASE_POWER=1 ; Azerbaijan
HQ_BASE_POWER=1 ; Georgia
HQ_BASE_POWER=1 ; Kuwait
HQ_BASE_POWER=1 ; Lebanon
HQ_BASE_POWER=2 ; Oman
HQ_BASE_POWER=1 ; Palestine
HQ_BASE_POWER=1 ; Qatar
HQ_BASE_POWER=1 ; United Arab Emirates
HQ_BASE_POWER=1 ; Yemen
HQ_BASE_POWER=1 ; Cambodia
HQ_BASE_POWER=1 ; Kyrgyzstan
HQ_BASE_POWER=2 ; Laos
HQ_BASE_POWER=1 ; Myanmar
HQ_BASE_POWER=1 ; Nepal
HQ_BASE_POWER=3 ; Singapore
HQ_BASE_POWER=1 ; Sri Lanka
HQ_BASE_POWER=1 ; Tajikistan
HQ_BASE_POWER=1 ; Uzbekistan
LOW_COVER_BONUS=30 ; The defense increase a unit gains from entering low cover
HIGH_COVER_BONUS=45 ; The defense increase a unit gains from entering high cover
HUNKER_BONUS=2.0f ; The defense multiplier when the unit hunkers down
AIR_EVADE_DEF=30 ; The defense increase a unit gains from air evasion bonus (Has char prop eCP_AirEvade)
NO_COVER_DEF=30 ; innate defense value generally for units who can't take cover (Has char prop eCP_NoCover)
REACTION_PENALTY=0.7f ; Reaction fire % of normal of hit chance.
SW_MORE_POWER=0.7f ; Reaction fire DIVISOR if targeted unit is a Mec, SHIV, Mectoid or Sectopod without Lightning Reflexes and attacker doesn't have Opportunist or Advanced Fire Control. Set to 0.7 to effectively cancel REACTION_PENALTY for these units; set to 1.0 to nullify this effect and have RF work as normal against these units.
DASHING_REACTION_MODIFIER=0.7f ; Reaction fire % of normal *reaction* hit chance against a dashing unit.
POISONED_AIM_PENALTY=20 ; Offense penalty when you have been hit with acid
HARDENED_ENEMY_CRIT_VALUE=60 ; Critical penalty against targets with the Hardened property
FLANKING_CRIT_BONUS=30 ; Critical bonus when enemy is flanked
SW_FLANK_CRIT=100 ; SECOND WAVE: Crit bonus from Absolutely Critical
SW_ABDUCTION_SITES=35.0f ; SECOND WAVE: Red Fog aim penalty cap
SW_COVER_INCREASE=6.0f ; SECOND WAVE: Red Fog mobility penalty cap
HQASSAULT_MIN_DAYS=14 ; range (in meters) that pistol-slot weapon accuracy degrades
HQASSAULT_MAX_DAYS=30 ; 3.0/This number is 10 times the penalty per meter after pistol slot weapons are fired at targets beyond the range specified in HQASSAULT_MIN_DAYS
CLOSE_RANGE=14.0f ; Distance at which close range penalties/bonuses are assessed
AIM_CLIMB=3.0f
ASSAULT_AIM_CLIMB=6.0f ; rate at which weapons with the eWP_Assault property lose aim when they are above the close range threshold
ASSAULT_LONG_RANGE_MAX_PENALTY=-100
SNIPER_AIM_FALL=-5.0f ; rate at which weapons with the eWP_Sniper property lose aim when they are under the close range threshold
GRAPPLE_DIST=15
MAX_CRIT_WOUND=90 ; chance for a soldier to be critically wounded (instead of dying) can never go over this amount
UFO_FUSION_SURVIVE=15 ; permanent will loss when a soldier is critically wounded
SHOOT_WHEN_PANICKED=0 ; when a unit panics, random roll from 0 to this number - 1 (e.g. 0..4)
HUNKER_DOWN_WHEN_PANICKED=10 ; if the roll is < this number, the unit hunkers down, otherwise they shoot (if possible); this roll is separate from attemping to run
PANIC_SHOT_HIT_PENALTY=80 ; shots taken while panicking subtract this amount from their normal chance to hit
COUNCIL_FUNDING_MULTIPLIER_EASY=0.34f ; All Gauss-tech weapons nullify this much Damage Reduction
UFO_PSI_LINK_SURVIVE=1 ; Modifier applied to vanilla arc thrower stun chances; 1 means vanilla stun chances will apply; .5 means half vanilla
URBAN_DEFENSE=5 ; Semper Vigilans squad defense bonus (when in cover)
URBAN_AIM=10 ; Sharpshooter perk bonus
INTERNATIONAL_WILL=1 ; Legio Patria Nostra Will bonus per nationality
INTERNATIONAL_AIM=2 ; Band of Warriors aim bonus per continent bonus
TERRA_WILL=5 ; Esprit de Corps will bonus
TERRA_DEFENSE=5 ; Esprit de Corps defense bonus
TERRA_XP=4 ; Into the Breach divisor soldier earns mission complete xp + (mission complete xp / this value)
COUNCIL_STAT_MAX=8 ; So Others May Live max stat increase allowed. A value of 0 or less means no bonus will ever accrue.
COUNCIL_FIGHT_BONUS=10 ; Lone Wolf perk bonus
COUNCIL_FIGHT_TILES=7 ; Lone Wolf minimum tiles
PSI_TEST_LIMIT=50 ; Governs Servos Perk; % of Repair Servo points lost when taking damage
HIGH_AIM=10 ; Additive Crit Penalty for each successive In The Zone shot (1 damage penalty per successive shot is hard-coded)
MIN_SCATTER=7.8 ; Rocket launcher scatter; lower means more accurate rocket fire; Value is average meters of miss if shooting with 0 aim at a target 20 meters away
REFLECT_DMG=0.33 ; Ethereal reflection will deal this percentage of damage (based on the original attack)
GENEMOD_BONEMARROW_RECOVERY_BONUS=0.66f ; modifier to time spent recovering from wounds with Bone Marrow Genemod
FOUNDRY_PISTOL_AIM_BONUS=8 ; Aim Bonus with Pistol II foundry project
FOUNDRY_SCOPE_CRIT_BONUS=8 ; SCOPE crit bonus with foundry project (Half applied to Laser Sight)
FOUNDRY_PISTOL_CRIT_BONUS=8 ; Crit bonus with Pistol I foundry project
MIND_CONTROL_DIFFICULTY=-35 ; penalty that applies to mind control hit chance relative to base psi success rate
EXALT_LOOT3=-10 ; penalty that applies to psi panic hit chance relative to base psi success rate
COUNCIL_FUNDING_MULTIPLIER_CLASSIC=276.0;Radius of Area of Effect for Danger Zone perk when coupled with suppression
COUNCIL_FUNDING_MULTIPLIER_HARD=1f ; HEAT Ammo and Warheads bonus damage multiplier (1 = double damage; 0.5 = 50% damage increase, etc.)
TerrorInfectionChance=1 ; Normal
TerrorInfectionChance=1 ; Classic
TerrorInfectionChance=1 ; Brutal
TerrorInfectionChance=1 ; Impossible
EXALT_LOOT2=40 ; This is the minimum to-hit chance for the alien to conclude it has a strong attack, good team attack target, or a potential kill shot, making it more likely to shoot than take other choices. Note low-aim aliens will decide they have a strong attack at lower to-hit, hardcoded at offense-30. Vanilla default is 50.
UFO_HYPERWAVE_SURVIVE=45 ; This is the minimum to-hit chance for the alien to conclude it has a vulnerable target. This plays into whether it will move to try to get a choice shot. It may also affect abilities with a % to succeed. Vanilla Default is 55.
ABDUCTION_LURK_PCT=50
SMALL_UFO_LURK_PCT=20
LARGE_UFO_LURK_PCT=50
ThinManPlagueSlider=5 ; Normal
ThinManPlagueSlider=5 ; Classic
ThinManPlagueSlider=5 ; Brutal
ThinManPlagueSlider=5 ; Impossible
DeathBlossomSlider=5 ; Normal
DeathBlossomSlider=5 ; Classic
DeathBlossomSlider=5 ; Brutal
DeathBlossomSlider=5 ; Impossible
BloodCallSlider=7 ; Normal
BloodCallSlider=7 ; Classic
BloodCallSlider=7 ; Brutal
BloodCallSlider=7 ; Impossible
AlienGrenadeSlider=6 ; Normal
AlienGrenadeSlider=6 ; Classic
AlienGrenadeSlider=6 ; Brutal
AlienGrenadeSlider=6 ; Impossible
SmokeGrenadeSlider=5 ; Normal
SmokeGrenadeSlider=5 ; Classic
SmokeGrenadeSlider=5 ; Brutal
SmokeGrenadeSlider=5 ; Impossible
INTERCEPTOR_REFUEL_HOURS=-90
MaxActiveAIUnits=40 ; Normal
MaxActiveAIUnits=70 ; Classic
MaxActiveAIUnits=90 ; Brutal
MaxActiveAIUnits=110 ; Impossible
BASE_FUNDING=50 ; Normal
BASE_FUNDING=40 ; Classic
BASE_FUNDING=33 ; Brutal
BASE_FUNDING=25 ; Impossible
FundingBalance=1 ; Normal
FundingBalance=1 ; Classic
FundingBalance=1 ; Brutal
FundingBalance=1 ; Impossible
FundingAmounts=160 ; 0fc USA
FundingAmounts=100 ; 1fc Russia
FundingAmounts=130 ; 2fc China
FundingAmounts=110 ; 3fc UK
FundingAmounts=140 ; 4fc Germany
FundingAmounts=120 ; 5fc France
FundingAmounts=150 ; 6fc Japan
FundingAmounts=100 ; 7fc India
FundingAmounts=80 ; 8fc Australia
FundingAmounts=0 ; 9f Italy
FundingAmounts=0 ; 10f South Korea
FundingAmounts=0 ; 11f Turkey
FundingAmounts=0 ; 12f Indonesia
FundingAmounts=0 ; 13f Spain
FundingAmounts=0 ; 14f Pakistan
FundingAmounts=90 ; 15fc Canada
FundingAmounts=0 ; 16f Iran
FundingAmounts=0 ; 17f Israel
FundingAmounts=80 ; 18fc Egypt
FundingAmounts=100 ; 19fc Brazil
FundingAmounts=70 ; 20fc Argentina
FundingAmounts=80 ; 21fc Mexico
FundingAmounts=70 ; 22fc South Africa
FundingAmounts=0 ; 23f Poland
FundingAmounts=0 ; 24f Ukraine
FundingAmounts=80 ; 25fc Nigeria
FundingAmounts=0 ; 26f Venezuela
FundingAmounts=0 ; 27f Greece
FundingAmounts=0 ; 28f Colombia
FundingAmounts=0 ; 29f Portugal
FundingAmounts=0 ; 30f Sweden
FundingAmounts=0 ; 31f Ireland
FundingAmounts=0 ; 32f Scotland
FundingAmounts=0 ; 33f Norway
FundingAmounts=0 ; 34f Netherlands
FundingAmounts=0 ; 35f Belgium
FundingBalance=1.5 ; Normal
FundingBalance=1.25 ; Classic
FundingBalance=1 ; Brutal
FundingBalance=0.75 ; Impossible
FundingAmounts=400 ; 0fc USA
FundingAmounts=400 ; 1fc Russia
FundingAmounts=400 ; 2fc China
FundingAmounts=400 ; 3fc UK
FundingAmounts=400 ; 4fc Germany
FundingAmounts=400 ; 5fc France
FundingAmounts=400 ; 6fc Japan
FundingAmounts=400 ; 7fc India
FundingAmounts=400 ; 8fc Australia
FundingAmounts=0 ; 9f Italy
FundingAmounts=0 ; 10f South Korea
FundingAmounts=0 ; 11f Turkey
FundingAmounts=0 ; 12 Indonesia
FundingAmounts=0 ; 13f Spain
FundingAmounts=0 ; 14 Pakistan
FundingAmounts=400 ; 15fc Canada
FundingAmounts=0 ; 16 Iran
FundingAmounts=0 ; 17f Israel
FundingAmounts=400 ; 18fc Egypt
FundingAmounts=400 ; 19fc Brazil
FundingAmounts=400 ; 20fc Argentina
FundingAmounts=400 ; 21fc Mexico
FundingAmounts=400 ; 22fc South Africa
FundingAmounts=0 ; 23f Poland
FundingAmounts=0 ; 24f Ukraine
FundingAmounts=400 ; 25fc Nigeria
FundingAmounts=0 ; 26 Venezuela
FundingAmounts=0 ; 27f Greece
FundingAmounts=0 ; 28f Colombia
FundingAmounts=0 ; 29 Portugal
FundingAmounts=0 ; 30f Sweden
FundingAmounts=0 ; 31f Ireland
FundingAmounts=0 ; 32f Scotland
FundingAmounts=0 ; 33f Norway
FundingAmounts=0 ; 34f Netherlands
FundingAmounts=0 ; 35f Belgium
FundingBalance=1 ; Normal
FundingBalance=1 ; Classic
FundingBalance=1 ; Brutal
FundingBalance=1 ; Impossible
ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=0, iTime=2, iEng=25); Air Superiority (% reduction in aerospace costs)
ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=1, iTime=3, iEng=30); Power to the People (% reduction in power facility costs)
ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=3, iTime=4, iEng=25); New Warfare (% reduction in foundry project costs)
ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=4, iTime=5, iEng=30); Architects of the Future (% reduction in lab and workshop cost)
ItemBalance_Classic=(eItem=2, iCash=0, iElerium=-1, iAlloys=2, iTime=6, iEng=20); Wealth of Nations (% bonus in monthly satellite-based funding)
ItemBalance_Classic=(eItem=0, iCash=0, iElerium=20, iAlloys=1, iTime=21, iEng=5); Patriae Semper Vigilis (# Will bonus on soldier creation)
ItemBalance_Classic=(eItem=0, iCash=1, iElerium=8, iAlloys=3, iTime=10, iEng=5); Per Ardua Ad Astra (# General ability point bonus on soldier creation)
ItemBalance_Classic=(eItem=0, iCash=2, iElerium=19, iAlloys=1, iTime=35, iEng=1); Jungle Scouts (Grants +1 small slot for early armors)
ItemBalance_Classic=(eItem=0, iCash=3, iElerium=19, iAlloys=1, iTime=54, iEng=15); Expertise (additive % bonus to research credit bonuses)
ItemBalance_Classic=(eItem=0, iCash=4, iElerium=19, iAlloys=1, iTime=41, iEng=1); On Our Own (Nothing / Brazil)
ItemBalance_Classic=(eItem=0, iCash=5, iElerium=15, iAlloys=0, iTime=20, iEng=1); Advanced Preparations (Grants starting lab and workshop)
ItemBalance_Classic=(eItem=0, iCash=6, iElerium=2, iAlloys=3, iTime=30, iEng=1); Wei Renmin Fuwu (Grants starting workshop and repair bay )
ItemBalance_Classic=(eItem=0, iCash=7, iElerium=2, iAlloys=3, iTime=47, iEng=100); Xenological Remedies (% bonus for gray market corpse sales)
ItemBalance_Classic=(eItem=0, iCash=8, iElerium=2, iAlloys=3, iTime=31, iEng=50); Deus Ex (% reduction in cash/time/meld cost to genemod soldiers)
ItemBalance_Classic=(eItem=0, iCash=9, iElerium=18, iAlloys=4, iTime=7, iEng=50); Gift of Osiris (Reduction in fatigue penalty for officers, psis and genemods)
ItemBalance_Classic=(eItem=0, iCash=10, iElerium=18, iAlloys=4, iTime=28, iEng=5); For the Sake of Glory (Grants Advanced Repair foundry project)
ItemBalance_Classic=(eItem=0, iCash=11, iElerium=5, iAlloys=2, iTime=16, iEng=40); Quai d'Orsay (% reduction in intel roll cost, % reduction in time between council requests and % defense bonus from fulfilled requests)
ItemBalance_Classic=(eItem=0, iCash=12, iElerium=5, iAlloys=2, iTime=36, iEng=20); Foreign Legion (# bonus soldiers at start)
ItemBalance_Classic=(eItem=0, iCash=13, iElerium=4, iAlloys=2, iTime=17, iEng=1); Skunkworks (Grants Starting foundry)
ItemBalance_Classic=(eItem=0, iCash=14, iElerium=4, iAlloys=2, iTime=12, iEng=33); Baumeister (% Reduction in facility build time)
ItemBalance_Classic=(eItem=0, iCash=15, iElerium=4, iAlloys=2, iTime=52, iEng=50); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
ItemBalance_Classic=(eItem=0, iCash=16, iElerium=4, iAlloys=2, iTime=41, iEng=1); On Our Own (Nothing / Germany)
ItemBalance_Classic=(eItem=0, iCash=17, iElerium=7, iAlloys=3, iTime=11, iEng=33); Jai Jawan (2 bonus interceptors + elerium afterburners foundry project)
ItemBalance_Classic=(eItem=0, iCash=18, iElerium=6, iAlloys=3, iTime=13, iEng=3); Ring of Fire (# bonus steam vents)
ItemBalance_Classic=(eItem=0, iCash=19, iElerium=6, iAlloys=3, iTime=25, iEng=10); Ghost in the Machine (# aim bonus for all SHIVs; also 2 free SHIVS)
ItemBalance_Classic=(eItem=0, iCash=20, iElerium=6, iAlloys=3, iTime=32, iEng=7); Kiryu-Kai Commander (Grants soldier of rank # in random class)
ItemBalance_Classic=(eItem=0, iCash=21, iElerium=6, iAlloys=3, iTime=48, iEng=5); Robotics (# bonus aim for new SHIVs and MECs)
ItemBalance_Classic=(eItem=0, iCash=22, iElerium=6, iAlloys=3, iTime=41, iEng=1); On Our Own (Nothing / Japan)
ItemBalance_Classic=(eItem=0, iCash=23, iElerium=21, iAlloys=0, iTime=18, iEng=500); Wealthy Benefactor (# bonus in starting cash)
ItemBalance_Classic=(eItem=0, iCash=24, iElerium=21, iAlloys=0, iTime=23, iEng=209); Ancient Artifact (# enum of free item at game start)
ItemBalance_Classic=(eItem=0, iCash=25, iElerium=21, iAlloys=0, iTime=55, iEng=20); Legacy of Uxmal (additive % increase in psionic training chance)
ItemBalance_Classic=(eItem=0, iCash=26, iElerium=25, iAlloys=4, iTime=8, iEng=1); Pax Nigerina (# Mobility bonus on soldier creation)
ItemBalance_Classic=(eItem=0, iCash=27, iElerium=25, iAlloys=4, iTime=43, iEng=50); The Old Path (% reduction in Psionic training time)
ItemBalance_Classic=(eItem=0, iCash=28, iElerium=25, iAlloys=4, iTime=41, iEng=1); On Our Own (Nothing / Nigeria)
ItemBalance_Classic=(eItem=0, iCash=29, iElerium=1, iAlloys=2, iTime=14, iEng=31); Sukhoi Company (Grants Improved Avionics (Foundry project #) foundry project)
ItemBalance_Classic=(eItem=0, iCash=30, iElerium=1, iAlloys=2, iTime=29, iEng=50); Roscosmos (% reduction in satellite build cost; 2nd small radar)
ItemBalance_Classic=(eItem=0, iCash=31, iElerium=22, iAlloys=4, iTime=9, iEng=19); Resourceful (Grants Alien Metallurgy (Foundry project #) and Advanced Salvage foundry project)
ItemBalance_Classic=(eItem=0, iCash=32, iElerium=22, iAlloys=4, iTime=27, iEng=1); Survival Training (# HP bonus on soldier creation)
ItemBalance_Classic=(eItem=0, iCash=33, iElerium=3, iAlloys=2, iTime=15, iEng=3); Special Air Service (# Aim bonus on soldier creation)
ItemBalance_Classic=(eItem=0, iCash=34, iElerium=3, iAlloys=2, iTime=26, iEng=28); Their Finest Hour (Grants Penetrator Weapons (Foundry project #) foundry project)
ItemBalance_Classic=(eItem=0, iCash=35, iElerium=3, iAlloys=2, iTime=50, iEng=33); Cadre (% reduction in total ranks for officer upgrades)
ItemBalance_Classic=(eItem=0, iCash=36, iElerium=0, iAlloys=0, iTime=19, iEng=90); Special Warfare School (% reduction in OTS project cash cost)
ItemBalance_Classic=(eItem=0, iCash=37, iElerium=0, iAlloys=0, iTime=24, iEng=50); Cheyenne Mountain (% reduction in excavation cost; 3 free elevators in base)
ItemBalance_Classic=(eItem=0, iCash=38, iElerium=0, iAlloys=0, iTime=57, iEng=75); We Have Ways (% reduction in time to complete autopsies and interrogations)
ItemBalance_Classic=(eItem=0, iCash=39, iElerium=0, iAlloys=0, iTime=41, iEng=1); On Our Own (Nothing / USA)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=18, iAlloys=4, iTime=42, iEng=25); Call to Arms (% reduction in Genemod fatigue; note will not stack with Gift of Osiris if moved to another country)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=25, iAlloys=4, iTime=43, iEng=20); The Old Path (% reduction in Psionic training time)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=22, iAlloys=4, iTime=44, iEng=2); 1st Recce (# bonus defense for new scout-sniper soldiers)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=8, iAlloys=3, iTime=45, iEng=2); Army of the Southern Cross (# bonus aim for new weapons soldiers)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=7, iAlloys=3, iTime=46, iEng=5); Jai Vidwan (% bonus for lab adjacencies)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=2, iAlloys=3, iTime=47, iEng=34); Xenological Remedies (% bonus for gray market corpse sales)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=6, iAlloys=3, iTime=48, iEng=2); Robotics (# bonus aim for new SHIVs and MECs)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=1, iAlloys=2, iTime=49, iEng=1); Spetznaz (# bonus hp for new tactical soldiers)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=3, iAlloys=2, iTime=50, iEng=15); Cadre (% reduction in total ranks for officer upgrades)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=5, iAlloys=2, iTime=51, iEng=20); Cyberware (% reduction in meld cost for MEC primary and secondary weapons)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=4, iAlloys=2, iTime=52, iEng=15); NeoPanzers (% reduction Cash / alloy / elerium for SHIV/MEC primary weapons)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=20, iAlloys=1, iTime=53, iEng=20); Bounties (% cash bonus from abductions)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=19, iAlloys=1, iTime=54, iEng=10); Expertise (additive % bonus to research credit bonuses)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=21, iAlloys=0, iTime=55, iEng=10); Legacy of Uxmal (additive % increase in psionic training chance)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=15, iAlloys=0, iTime=56, iEng=2); Task Force Arrowhead (# bonus will for new support soldiers)
ItemBalance_Classic=(eItem=1, iCash=0, iElerium=0, iAlloys=0, iTime=57, iEng=25); We Have Ways (% reduction in time to complete autopsies and interrogations)
ContBalance_Easy[0]=(eCont=0, iEngineers1=0, iScientists1=1) ;United States
ContBalance_Easy[1]=(eCont=1, iEngineers1=0, iScientists1=1) ;Russia
ContBalance_Easy[2]=(eCont=2, iEngineers1=1, iScientists1=0) ;China
ContBalance_Easy[3]=(eCont=3, iEngineers1=0, iScientists1=1) ;United Kingdom
ContBalance_Easy[4]=(eCont=4, iEngineers1=1, iScientists1=0) ;Germany
ContBalance_Easy[5]=(eCont=5, iEngineers1=0, iScientists1=1) ;France
ContBalance_Easy[6]=(eCont=6, iEngineers1=0, iScientists1=1) ;Japan
ContBalance_Easy[7]=(eCont=7, iEngineers1=1, iScientists1=0) ;India
ContBalance_Easy[8]=(eCont=8, iEngineers1=1, iScientists1=0) ;Australia
ContBalance_Easy[9]=(eCont=9) ;
ContBalance_Easy[10]=(eCont=10) ;
ContBalance_Easy[11]=(eCont=11) ;
ContBalance_Easy[12]=(eCont=12) ;
ContBalance_Easy[13]=(eCont=13) ;
ContBalance_Easy[14]=(eCont=14) ;
ContBalance_Easy[15]=(eCont=15, iEngineers1=0, iScientists1=1) ;Canada
ContBalance_Easy[16]=(eCont=16) ;
ContBalance_Easy[17]=(eCont=17) ;
ContBalance_Easy[18]=(eCont=18, iEngineers1=1, iScientists1=0) ;Egypt
ContBalance_Easy[19]=(eCont=19, iEngineers1=0, iScientists1=1) ;Brazil
ContBalance_Easy[20]=(eCont=20, iEngineers1=1, iScientists1=0) ;Argentina
ContBalance_Easy[21]=(eCont=21, iEngineers1=1, iScientists1=0) ;Mexico
ContBalance_Easy[22]=(eCont=22, iEngineers1=0, iScientists1=1) ;South Africa
ContBalance_Easy[23]=(eCont=23) ;
ContBalance_Easy[24]=(eCont=24) ;
ContBalance_Easy[25]=(eCont=25, iEngineers1=0, iScientists1=1) ;Nigeria
ContBalance_Easy[26]=(eCont=26) ;
ContBalance_Easy[27]=(eCont=27) ;
ContBalance_Easy[28]=(eCont=28) ;
ContBalance_Easy[29]=(eCont=29) ;
ContBalance_Easy[30]=(eCont=30) ;
ContBalance_Easy[31]=(eCont=31) ;
ContBalance_Easy[32]=(eCont=32) ;
ContBalance_Easy[33]=(eCont=33) ;
ContBalance_Easy[34]=(eCont=34) ;
ContBalance_Easy[35]=(eCont=35) ;
ABDUCTION_REWARD_CASH=100 ; Cash for a "heavy" mission; light, moderate and swarming missions have hardcoded multipliers
CYBERDISC_ELERIUM=40 ; 4
HFLOATER_ELERIUM=1020 ; Floater = 1, H. Floater = 2
DRONE_ELERIUM=1010 ; Seeker = 1, Drone = 1
SECTOPOD_ELERIUM=100 ; 10
MECHTOID_ELERIUM=40 ; 4
CYBERDISC_ALLOYS=40 ; 4
HFLOATER_ALLOYS=1020 ; Floater = 1, H. Floater = 2
DRONE_ALLOYS=2010 ; Seeker = 2.0, Drone = 1.0
SECTOPOD_ALLOYS=10 ; 5
MECHTOID_ALLOYS=6 ; 3
MECHTOID_MELD=20 ; 2
HFLOATER_MELD=205 ; Floater = 0.2, H. Floater = 0.5
CB_FUNDING_BONUS=5 ; Exalt Elite Meld = 0.5
CB_FUTURECOMBAT_BONUS=1 ; All other alien / EXALT units = 0.1 MELD
COUNCIL_FUNDING_MULTIPLIER_NORMAL=4.0f ; Multiplier for output of Meld Cans on all difficulties
FragmentBalance=0.13 ; Normal
FragmentBalance=0.13 ; Classic
FragmentBalance=0.10 ; Brutal
FragmentBalance=0.10 ; Impossible
ALLOY_UFO_BALANCE=2.2f ; Normal
ALLOY_UFO_BALANCE=2.1f ; Classic
ALLOY_UFO_BALANCE=2 ; Brutal
ALLOY_UFO_BALANCE=1.5 ; Impossible
UFO_ELERIUM_PER_POWER_SOURCE=30 ; Normal
UFO_ELERIUM_PER_POWER_SOURCE=30 ; Classic
UFO_ELERIUM_PER_POWER_SOURCE=30 ; Brutal
UFO_ELERIUM_PER_POWER_SOURCE=30 ; Impossible
UFOAlloys=38 ; Scouts and Fighters
UFOAlloys=52 ; Raiders and Destroyers
UFOAlloys=66 ; Harvesters and Abductors
UFOAlloys=80 ; Transports and Terror Ships
UFOAlloys=94 ; Battleships and Assault Carriers
UFOAlloys=58 ; Overseer
MIN_WRECKED_ALLOYS=0.6f ; Crashed UFO will have at least this much % of UFOAlloys
MAX_WRECKED_ALLOYS=0.85f ; Crashed UFO will have at most this much unless EMP used
MAX_LOST_WRECKED_ELERIUM=1 ; Crashed UFO will have lost at most this much
MIN_LOST_WRECKED_ELERIUM=0.7f ; Crashed UFO will have lost at least this much
EXALT_LOOT1=5 ; Amount of EXALT loot (art, item 222) you get when defeating exalt HQ
UFO_PS_SURVIVE=20 ; Power Supply
UFO_NAV_SURVIVE=25 ; Nav Computer
UFO_STASIS_SURVIVE=30 ; Stasis Capsule
UFO_SURGERY_SURVIVE=30 ; Alien Surgery
UFO_FOOD_SURVIVE=50 ; Alien Food
SW_ELERIUM_HALFLIFE=20.0f
UFOAlloys=10 ; Scout Harvest
UFOAlloys=17 ; Raider Harvest
UFOAlloys=27 ; Harvester Harvest
UFOAlloys=37 ; Transport Harvest
UFOAlloys=5 ; Scout Resource value
UFOAlloys=12 ; Destroyer Resource value
UFOAlloys=18 ; Abductor Resource value
UFOAlloys=24 ; Transport Resource value
UFOAlloys=40 ; Battleship Resource value
UFOAlloys=25 ; Overseer Resource value
UFOAlloys=6 ; Fighter Resource value
UFOAlloys=10 ; Raider Resource value
UFOAlloys=15 ; Harvester Resource value
UFOAlloys=25 ; Terror Ship Resource value
UFOAlloys=35 ; Assault Carrier Resource value
NUM_STARTING_SCIENTISTS=10
LAB_MINIMUM=10
LAB_MULTIPLE=10
LAB_BONUS=0.2
LAB_ADJACENCY_BONUS=0.1
NUM_STARTING_ENGINEERS=10
WORKSHOP_MINIMUM=10
WORKSHOP_MULTIPLE=10
WORKSHOP_REBATE_PCT=10 ; Value is the alloy/elerium rebate for the first workshop, with additional workshops the bonus scales asympotically to 50%
WORKSHOP_ENG_BONUS=10 ; Value is the cash reduction for first workshop, with additional workshops the bonus scales asymptotically to 50%
ABDUCTION_REWARD_ENG=0.3f ; Scaling factor for time-to-complete item/foundry projects ... rate of time-decrease at optimal engineers
CB_AIRANDSPACE_BONUS=0 ; Set to zero to remove any chance of any items ever going to repair bay, will also override "Wear and Tear" SW option. Repair Bay will only be needed to augment soldiers.
CB_EXPERT_BONUS=80 ; % of normal build time an item repair takes (also goes down with engineers and Adv Repair foundry project)
SW_RARE_PSI=20.0f ; SECOND WAVE: Wear and Tear: % Chance an item is damaged after a mission regardless of soldier injury (items carried by injured soldiers will still make a separate roll)
POWER_NORMAL=8 ; Fission Plant
POWER_THERMAL=25 ; Thermal Plant
POWER_ELERIUM=35 ; Elerium Plant
POWER_ADJACENCY_BONUS=3 ; Bonus power from two adjacent power plants of any type
NUM_STARTING_STEAM_VENTS=2 ; No longer randomized in Long War; this is exactly how many you get
INTERCEPTOR_REPAIR_HOURS=100 ; Hours to repair an interceptor with 100% damage. Setting this below 75 reportedly induces buggy behavior. If you play with this anyway, and get the 0-days-to-repair bug, set to 700+ until the bugs go away.
INTERCEPTOR_REARM_HOURS=8 ; Hours to add any alien-technology-based weapon
INTERCEPTOR_TRANSFER_TIME=10 ; Hours to send interceptor to another continent
BASE_SKYRANGER_MAINTENANCE=20 ; $$ per month
SKYRANGER_CAPACITY=6
UPLINK_MULTIPLE=10 ; Engineers per Uplink
NEXUS_MULTIPLE=20 ; Engineers per Nexus
UPLINK_CAPACITY=1 ; Satellites per uplink
UPLINK_ADJACENCY_BONUS=1
NEXUS_CAPACITY=2 ; Satellites per Nexus
SW_SATELLITE_INCREASE=1.155f ; results in 10x cost for 16th satellite
BASE_EXCAVATE_CASH_COST=10 ; Level 1
BASE_REMOVE_CASH_COST=5
BASE_EXCAVATE_DAYS=5
BASE_REMOVAL_DAYS=0
AI_TERRORIZE_MOST_PANICKED=75 ; Chance the aliens will hit the highest-panicked adjacent country on several mission types
UFO_CRASH_TIMER=288 ; 144 hours
TERROR_TIMER=192 ; 96 hours
UFO_LANDED_TIMER=120 ; 60 hours
ABDUCTION_TIMER=74 ; 32 hours, also used for council missions
COUNCIL_DAY=17
COUNCIL_RAND_DAYS=10
UFO_FIND_STEALTH_SAT=0.30
UFO_FIND_SAT=0.60
UFO_SECOND_PASS_FIND_STEALTH_SAT=0.50
UFO_SECOND_PASS_FIND_SAT=0.90
UFO_INTERCEPTION_PCT=4 ; Each interceptor has this % chance of detecting a UFO in any country on the continent it is stationed on with no satellite present; doubled with foundry project
STARTING_PANIC_EASY=200 ; Normal
STARTING_PANIC_NORMAL=400 ; Classic
STARTING_PANIC_HARD=600 ; Brutal
STARTING_PANIC_CLASSIC=800 ; Impossible
UFO_ENTERTAINMENT_SURVIVE=3 ; Initial Panic "Chunks." Set low for evenly dispersed initial panic; high for greater variation between countries. Do not set below 1 or above 14!
EARLY_UFO_CHANCE=8 ; This is the panic increase for an unfettered air raid mission (Note ignored UFO penalty will be added as well); if UFO is attacked, this is reduced proportionally to UFO damage
PANIC_TERROR_CONTINENT=20 ; Continental Panic when terror mission fails
PANIC_TERROR_COUNTRY=2 ; Country Panic per civilian killed in a terror mission: UFO_LIMIT (below) is the ADDED continental panic increase per civilian killed
UFO_LIMIT=1 ; This is the panic Increase for the continent for every civilian killed during a terror mission (also applied to country in which mission took place)
PANIC_UFO_SHOOTDOWN=-2
PANIC_UFO_ASSAULT=-2
PANIC_SAT_DESTROYED_CONTINENT=5
PANIC_SAT_DESTROYED_COUNTRY=25
PANIC_SAT_ADDED_COUNTRY=-10
PANIC_SAT_ADDED_CONTINENT=0
PANIC_ALIENBASE_CONQUERED=-5 ; Continental panic drop when base defeated
PANIC_ALIENBASE_CONQUERED_CLASSIC_AND_IMPOSSIBLE=-20 ; Country Panic drop when base defeated
PANIC_EXALT_RAIDED=-5 ; Worldwide Drop after Exalt HQ defeated
PANIC_EXALT_RAIDED_CLASSIC_AND_IMPOSSIBLE=-5 ; Worldwide Drop
PANIC_UFO_IGNORED=2 ; Panic increase for any UFO mission when it is not attacked; if UFO is attacked, this is reduced proportionally to UFO damage
PANIC_UFO_ESCAPED=2 ; Panic increase for any failed raid on a landed UFO
PANIC_ABDUCTION_COUNTRY_EASY=25
PANIC_ABDUCTION_COUNTRY_NORMAL=25
PANIC_ABDUCTION_COUNTRY_HARD=25
PANIC_ABDUCTION_COUNTRY_CLASSIC=25
PANIC_ABDUCTION_CONTINENT_EASY=0
PANIC_ABDUCTION_CONTINENT_NORMAL=20
PANIC_ABDUCTION_CONTINENT_HARD=20
PANIC_ABDUCTION_CONTINENT_CLASSIC=20
PANIC_ABDUCTION_THWARTED_CONTINENT=0
PANIC_ABDUCTION_THWARTED_COUNTRY=-2
PANIC_DEFECT_THRESHHOLD_EASY=95 ; Normal; Minimum Panic level to face defection roll at the end of the month
PANIC_DEFECT_THRESHHOLD_NORMAL=95 ; Classic
PANIC_DEFECT_THRESHHOLD_HARD=95 ; Brutal
PANIC_DEFECT_THRESHHOLD_CLASSIC=95 ; Impossible
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=95
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=95
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=95
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=95
PANIC_DEFECTIONS_PER_MONTH_EASY=16 ; Countries you can lose per month
PANIC_DEFECTIONS_PER_MONTH_NORMAL=16
PANIC_DEFECTIONS_PER_MONTH_HARD=16
PANIC_DEFECTIONS_PER_MONTH_CLASSIC=16
PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=1 ; Normal; % chance of leaving per panic point
PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=1 ; Classic
PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=1 ; Brutal
PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=1 ; Impossible
SAT_HELP_DEFECT=0.5 ; Normal; If country has satellite, this is chance of leaving council if at PANIC_DEFECT_THRESHOLD
SAT_HELP_DEFECT=0.5 ; Classic
SAT_HELP_DEFECT=0.5 ; Brutal
SAT_HELP_DEFECT=0.5 ; Impossible
SAT_NEARBY_HELP_DEFECT=0.9 ; Normal; Else If continent has one or more satellite, this is chance of leaving counicl if at PANIC_DEFECT_THRESHOLD
SAT_NEARBY_HELP_DEFECT=0.9
SAT_NEARBY_HELP_DEFECT=0.9
SAT_NEARBY_HELP_DEFECT=0.9
SAT_PANIC_REDUCTION_PER_MONTH=5 ; Normal; If a country has a satellite, it will remove this much panic once a month, but the chance of this happening is PANIC_X_REDUCTION_CHANCE
SAT_PANIC_REDUCTION_PER_MONTH=5
SAT_PANIC_REDUCTION_PER_MONTH=5
SAT_PANIC_REDUCTION_PER_MONTH=5
PANIC_5_REDUCTION_CHANCE=50 ; Normal % chance of satellite-based reduction if panic >= 95
PANIC_5_REDUCTION_CHANCE=50 ; Classic
PANIC_5_REDUCTION_CHANCE=50 ; Brutal
PANIC_5_REDUCTION_CHANCE=50 ; Impossible
PANIC_4_REDUCTION_CHANCE=10 ; Normal; else % chance of reduction if panic >= 80
PANIC_4_REDUCTION_CHANCE=10
PANIC_4_REDUCTION_CHANCE=10
PANIC_4_REDUCTION_CHANCE=10
PANIC_LOW_REDUCTION_CHANCE=0 ; % chance of reduction if panic < 80
PANIC_LOW_REDUCTION_CHANCE=0
PANIC_LOW_REDUCTION_CHANCE=0
PANIC_LOW_REDUCTION_CHANCE=0
SW_MARATHON=0.1f
SW_ELERIUM_LOSS=40
ENABLE_SECOND_WAVE=1
SW_AIMING_ANGLE_THRESHOLD=30.0f ; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90; Vanilla default is 45
SW_AIMING_ANGLE_MINBONUS=5 ; Shooter B's aiming angle bonus is SW_AIMING_ANGLE_MINBONUS
SW_AIMING_ANGLE_MAXBONUS=-5 ; Shooter A's aiming angle bonus is [T's Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=57, iHPBonus=1, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=3, iMobilityBonus=3 ); Tac Vest
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorKevlar, iHPBonus=2, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=3, iMobilityBonus=1 ); Tac Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=159, iHPBonus=3, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=3, iMobilityBonus=4 ); Phalanx Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorCarapace, iHPBonus=5, iDefenseBonus=5, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=3, iMobilityBonus=3 ); Carapace Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=182, iHPBonus=4, iDefenseBonus=10, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=3, iMobilityBonus=5 ); Kestrel Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=160, iHPBonus=7, iDefenseBonus=10, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=3, iMobilityBonus=4 ); Aegis Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=58, iHPBonus=6, iDefenseBonus=22, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=2, iMobilityBonus=8 ); Banshee Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorSkeleton, iHPBonus=8, iDefenseBonus=18, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=3, iMobilityBonus=5 ); Corsair Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_PoisonImmunity, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorTitan, iHPBonus=14, iDefenseBonus=0, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=3, iMobilityBonus=3 ); Titan Armor
Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_AirEvade, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=67, iHPBonus=7, iDefenseBonus=25, iFlightFuel=6, iWillBonus=10, iLargeItems=1, iSmallItems=3, iMobilityBonus=5 ); Seraph Armor
Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_PoisonImmunity, Properties[1]=eAP_AirEvade, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_ArmorArchangel, iHPBonus=10, iDefenseBonus=25, iFlightFuel=6, iWillBonus=10, iLargeItems=1, iSmallItems=3, iMobilityBonus=3 ); Archangel Armor
Armors=( ABILITIES[0]=eAbility_Ghost, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Grapple, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorGhost, iHPBonus=6, iDefenseBonus=26, iFlightFuel=0, iWillBonus=10, iLargeItems=1, iSmallItems=2, iMobilityBonus=4 ); Shadow Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Psi, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=68, iHPBonus=6, iDefenseBonus=18, iFlightFuel=0, iWillBonus=20, iLargeItems=1, iSmallItems=3, iMobilityBonus=4 ); Aurora Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Psi, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorPsi, iHPBonus=10, iDefenseBonus=10, iFlightFuel=0, iWillBonus=30, iLargeItems=1, iSmallItems=3, iMobilityBonus=4 ); Vortex Armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_SHIVDeck_I, iHPBonus=4, iDefenseBonus=22, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=4, iMobilityBonus=5 )
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_SHIVDeck_II, iHPBonus=6, iDefenseBonus=18, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=4, iMobilityBonus=4 )
Armors=( ABILITIES[0]=eAbility_Fly, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_Tank, Properties[1]=eAP_FireImmunity, Properties[2]=eAP_AirEvade,Properties[3]=0, strName="", iType=eItem_SHIVDeck_III, iHPBonus=4, iDefenseBonus=26, iFlightFuel=8, iWillBonus=0, iLargeItems=0, iSmallItems=4, iMobilityBonus=8 )
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=0, Properties[1]=0, Properties[2]=0, Properties[3]=0, strName="", iType=eItem_ArmorCovertOps, iHPBonus=2, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=2, iMobilityBonus=7 )
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=0, Properties[2]=0, Properties[3]=0,strName="", iType=eItem_MecCivvies, iHPBonus=0, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=0, iSmallItems=0, iMobilityBonus=0 ); civvie armor
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor1, iHPBonus=10, iDefenseBonus=18, iFlightFuel=0, iWillBonus=0, iLargeItems=2, iSmallItems=3, iMobilityBonus=6 ) MEC-1 Paladin
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor2, iHPBonus=14, iDefenseBonus=18, iFlightFuel=0, iWillBonus=10, iLargeItems=3, iSmallItems=3, iMobilityBonus=6 ) MEC-2 Defender
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=145, iHPBonus=12, iDefenseBonus=22, iFlightFuel=0, iWillBonus=10, iLargeItems=3, iSmallItems=3, iMobilityBonus=8 ) MEC-3 Valiant
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=eItem_MecArmor3, iHPBonus=22, iDefenseBonus=22, iFlightFuel=0, iWillBonus=15, iLargeItems=4, iSmallItems=3, iMobilityBonus=7 ) MEC-4 Dauntless
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=148, iHPBonus=26, iDefenseBonus=18, iFlightFuel=0, iWillBonus=15, iLargeItems=3, iSmallItems=3, iMobilityBonus=4 ) MEC-5 Devastator
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=191, iHPBonus=14, iDefenseBonus=30, iFlightFuel=0, iWillBonus=15, iLargeItems=3, iSmallItems=3, iMobilityBonus=11 ) MEC-6 Vanguard
Armors=( ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, Properties[0]=eAP_MEC, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=0,strName="", iType=210, iHPBonus=18, iDefenseBonus=26, iFlightFuel=0, iWillBonus=15, iLargeItems=4, iSmallItems=3, iMobilityBonus=10 ) MEC-7 Vindicator
Weapons=( strName="", iType=eItem_Pistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Pistol
Weapons=( strName="", iType=eItem_ExaltAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Assault Rifle
Weapons=( strName="", iType=eItem_ExaltLMG, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SAW
Weapons=( strName="", iType=eItem_ExaltSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Sniper Rifle
Weapons=( strName="", iType=eItem_Shotgun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Shotgun
Weapons=( strName="", iType=eItem_Chaingun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=60, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=10, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Minigun
Weapons=( strName="", iType=eItem_ExaltRocketLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=7, iEnvironmentDamage=500, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Rocket Launcher
Weapons=( strName="", iType=eItem_ShivMinigun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SHIV Autocannon
Weapons=( strName="", iType=32, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=8, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Assault Carbine
Weapons=( strName="", iType=226, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Marksman's Rifle
Weapons=( strName="", iType=231, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SMG
Weapons=( strName="", iType=236, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Machine Pistol
Weapons=( strName="", iType=241, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Battle Rifle
Weapons=( strName="", iType=246, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); LMG
Weapons=( strName="", iType=254, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=eWP_Pistol, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=5, iRange=3, iReactionRange=4, iReactionAngle=360, iRadius=0, iCritical=4, iOffenseBonus=-12,iSuppression=101, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Sawed-off Shotgun
Weapons=( strName="", iType=eItem_LaserPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=15, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Laser Pistol
Weapons=( strName="", iType=eItem_ExaltLaserAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Rifle
Weapons=( strName="", iType=eItem_ExaltHeavyLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Autolaser
Weapons=( strName="", iType=eItem_ExaltLaserSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle
Weapons=( strName="", iType=eItem_LaserAssaultGun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=45, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser
Weapons=( strName="", iType=251, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=12, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Carbine
Weapons=( strName="", iType=149, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=35, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=16, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Laser
Weapons=( strName="", iType=eItem_Railgun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=16, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Laser Lance
Weapons=( strName="", iType=227, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle
Weapons=( strName="", iType=232, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=15, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Shatterray
Weapons=( strName="", iType=237, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=15, iRange=30, iReactionRange=14, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-2, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Heater
Weapons=( strName="", iType=242, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=35, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-6, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Laser Rifle
Weapons=( strName="", iType=247, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=6, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gatling Laser
Weapons=( strName="", iType=253, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Sniper, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=0, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=10, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Arc Rifle
Weapons=( strName="", iType=eItem_AssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Rifle
Weapons=( strName="", iType=eItem_LMG, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=907, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Autorifle
Weapons=( strName="", iType=eItem_SniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=85, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=201, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Long Rifle
Weapons=( strName="", iType=eItem_AlloyCannon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=20, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Alloy Cannon
Weapons=( strName="", iType=186, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125,iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=10, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Railgun
Weapons=( strName="", iType=eItem_RocketLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=9, iEnvironmentDamage=625,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Recoilless Rifle
Weapons=( strName="", iType=eItem_ShivSentry, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); SHIV Sentry Gun
Weapons=( strName="", iType=53, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Carbine
Weapons=( strName="", iType=228, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Alloy Strike Rifle
Weapons=( strName="", iType=233, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Stuttergun
Weapons=( strName="", iType=238, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=5, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=403, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Gauss AutoPistol
Weapons=( strName="", iType=243, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Gauss Rifle
Weapons=( strName="", iType=248, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=30, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=1009, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gauss Machine Gun
Weapons=( strName="", iType=eItem_LaserAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Rifle
Weapons=( strName="", iType=eItem_HeavyLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=50, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Autoblaster
Weapons=( strName="", iType=eItem_LaserSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=35, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=28, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Sniper Rifle
Weapons=( strName="", iType=eItem_ShivLaser, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=65, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Pulser
Weapons=( strName="", iType=252, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=7, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Carbine
Weapons=( strName="", iType=1, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=60, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=24, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Blaster
Weapons=( strName="", iType=190, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=80, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=10, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Pulse Lance
Weapons=( strName="", iType=229, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=55, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Blaster Rifle
Weapons=( strName="", iType=234, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Pulse Stengun
Weapons=( strName="", iType=239, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Blaster
Weapons=( strName="", iType=244, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=55, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Pulse Rifle
Weapons=( strName="", iType=249, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=60, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Gatling Pulser
Weapons=( strName="", iType=eItem_PlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Pistol
Weapons=( strName="", iType=eItem_PlasmaLightRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Carbine
Weapons=( strName="", iType=eItem_PlasmaAssaultRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Rifle
Weapons=( strName="", iType=eItem_PlasmaSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=20, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Sniper
Weapons=( strName="", iType=eItem_HeavyPlasma, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=50, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=806, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Novagun
Weapons=( strName="", iType=eItem_ParticleBeam, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=125,iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=10, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); MEC Particle Beam
Weapons=( strName="", iType=eItem_BlasterLauncher, ABILITIES[0]=eAbility_ShredderRocket, ABILITIES[1]=eAbility_RocketLauncher, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Explosive, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Heavy, Properties[4]=eWP_UnlimitedAmmo,Properties[5]=0, iDamage=12, iEnvironmentDamage=750,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=360, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Blaster Launcher
Weapons=( strName="", iType=eItem_ShivPlasma, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=125,iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Superheavy Plasma
Weapons=( strName="", iType=99, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=50, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=16, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Reflex Cannon
Weapons=( strName="", iType=230, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=40, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=0, iSuppression=403, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Reflex Rifle
Weapons=( strName="", iType=235, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=302, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Stormgun
Weapons=( strName="", iType=240, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=-8, iSuppression=302, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Mauler
Weapons=( strName="", iType=245, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=eWP_Heavy, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=-12,iSuppression=504, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Heavy Plasma Rifle
Weapons=( strName="", iType=250, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=65, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=908, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Plasma Dragon
Weapons=( strName="", iType=eItem_MecFlameThrower, ABILITIES[0]=eAbility_MEC_Flamethrower, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MecKineticArm, ABILITIES[0]=eAbility_MEC_KineticStrike, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=18, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MecProximityMineLauncher, ABILITIES[0]=eAbility_MEC_ProximityMine, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=125, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MecElectroPulse, ABILITIES[0]=eAbility_MEC_ElectroPulse, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=6, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MecGrenadeLauncher, ABILITIES[0]=eAbility_MEC_GrenadeLauncher, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=4, iEnvironmentDamage=125, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=384, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MecRestorativeMist, ABILITIES[0]=eAbility_MEC_RestorativeMist, ABILITIES[1]=eAbility_MEC_RestorativeMistHealing, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=300, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_FragGrenade, ABILITIES[0]=eAbility_FragGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=99, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); HE Grenade
Weapons=( strName="", iType=eItem_NeedleGrenade, ABILITIES[0]=eAbility_NeedleGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); AP Grenade
Weapons=( strName="", iType=eItem_FlashBang, ABILITIES[0]=eAbility_FlashBang, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_SmokeGrenade, ABILITIES[0]=eAbility_SmokeGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_BattleScanner, ABILITIES[0]=eAbility_BattleScanner, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=225, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_AlienGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MimicBeacon, ABILITIES[0]=eAbility_MimicBeacon, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Psionic, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=1728, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-10 ); Mimic Beacon
Weapons=( strName="", iType=eItem_GasGrenade, ABILITIES[0]=eAbility_GasGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=45, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_GhostGrenade, ABILITIES[0]=eAbility_GhostGrenade, ABILITIES[1]=eAbility_GhostGrenadeStealth, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Psionic, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Anyclass, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=240, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-10 ); Ghost Grenade
Weapons=( strName="", iType=eItem_PsiGrenade, ABILITIES[0]=eAbility_Flashbang, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Psionic, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Anyclass, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=384, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-2 ); Psi Grenade
Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_Medikit, ABILITIES[0]=eAbility_MedikitHeal, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_CombatStims, ABILITIES[0]=eAbility_CombatStim, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_Backpack, Properties[3]=eWP_Encumber, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_Grapple, ABILITIES[0]=eAbility_Grapple, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=-1, iEnvironmentDamage=-1, iRange=17, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ChitinPlating, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=3, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ReinforcedArmor, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=2, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MindShield, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_Psionic, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=25 )
Weapons=( strName="", iType=eItem_RespiratorImplant, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Secondary, Properties[1]=eWP_AnyClass, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=eWP_Encumber, Properties[5]=0, iDamage=-1, iEnvironmentDamage=0, iRange=3, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ReaperRounds, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=34, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Overheats, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Marksman's Scope
Weapons=( strName="", iType=77, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Heavy, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Rocket
Weapons=( strName="", iType=89, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Heavy, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Shredder Rocket
Weapons=( strName="", iType=94, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Overheats, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Chameleon Suit
Weapons=( strName="", iType=95, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Ceramic Plates
Weapons=( strName="", iType=196, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Sniper, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=6, iOffenseBonus=6, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Bipod
Weapons=( strName="", iType=197, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Breaching Ammo
Weapons=( strName="", iType=200, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Impact Vest
Weapons=( strName="", iType=202, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Walker Servos
Weapons=( strName="", iType=203, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Psionic, Properties[2]=eWP_Encumber, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=12, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-12 ); Neural Gunlink
Weapons=( strName="", iType=204, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Assault, Properties[2]=eWP_Encumber, Properties[3]=eWP_UnlimitedAmmo,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Shredder Ammo
Weapons=( strName="", iType=205, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Psionic, Properties[2]=eWP_Encumber, Properties[3]=eWP_AnyClass, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=-12 ); Psi Screen
Weapons=( strName="", iType=209, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=12, iOffenseBonus=12, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Illuminator Gunsight
Weapons=( strName="", iType=220, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=1, iWillBonus=0 ); Reinforced Armor
Weapons=( strName="", iType=224, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Psionic, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=10 ); Neuroregulator
Weapons=( strName="", iType=129, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); The Thumper
Weapons=( strName="", iType=201, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Tactical Sensors
Weapons=( strName="", iType=211, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Incinerator
Weapons=( strName="", iType=107, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); HEAT Ammo
Weapons=( strName="", iType=123, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Counterfire Pods
Weapons=( strName="", iType=124, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Smartshell Pods
Weapons=( strName="", iType=128, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Weapon Supercoolers
Weapons=( strName="", iType=130, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); AutoSentry Turret
Weapons=( strName="", iType=131, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Adaptive Tracking Pods
Weapons=( strName="", iType=132, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=2, iWillBonus=0 ); Core Armoring
Weapons=( strName="", iType=133, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Damage Control Pod
Weapons=( strName="", iType=199, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Advanced Suppression Module
Weapons=( strName="", iType=221, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Elerium Turbos
Weapons=( strName="", iType=90, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=8, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Battle Computer
Weapons=( strName="", iType=108, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Holo-Targeter
Weapons=( strName="", iType=189, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Mec, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Carbide Plating
Weapons=( strName="", iType=178, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Integrated,Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Fuel Cell
Weapons=( strName="", iType=98, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alien Trophy
Weapons=( strName="", iType=223, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Mec, Properties[4]=0, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=5 ); Cognitive Enhancer
Weapons=( strName="", iType=eItem_TargetingModule, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Encumber, Properties[2]=eWP_AnyClass, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=8, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); SCOPE
Weapons=( strName="", iType=31, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Alloy Jacketed Rounds
Weapons=( strName="", iType=40, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Enhanced Beam Optics
Weapons=( strName="", iType=48, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Plasma Stellerator
Weapons=( strName="", iType=79, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=4, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Laser Sight
Weapons=( strName="", iType=80, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Hi Cap Mags
Weapons=( strName="", iType=198, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_UnlimitedAmmo, Properties[2]=eWP_Encumber, Properties[3]=eWP_Support, Properties[4]=eWP_Integrated, Properties[5]=eWP_Mec, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Armor Piercing Ammo
Weapons=( strName="", iType=219, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_AnyClass, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_Integrated, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Targeting Module
Weapons=( strName="", iType=225, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Backpack, Properties[1]=eWP_Integrated, Properties[2]=eWP_Encumber, Properties[3]=eWP_Mec, Properties[4]=eWP_AnyClass, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=0, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ); Flak Ammo
Weapons=( strName="", iType=eItem_SeekerPlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=2, iEnvironmentDamage=20, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) Seeker Plasma
Weapons=( strName="", iType=eItem_SectoidPlasmaPistol, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Pistol, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=10, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=303, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) Sectoid Plasma
Weapons=( strName="", iType=eItem_OutsiderWeapon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Outsider LPR
Weapons=( strName="", iType=eItem_PlasmaLightRifle_ThinMan, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Thin Man LPR
Weapons=( strName="", iType=eItem_PlasmaLightRifle_Floater, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Floater LPR
Weapons=( strName="", iType=eItem_PlasmaLightRifle_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=6, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Muton LPR
Weapons=( strName="", iType=eItem_PlasmaAssaultRifle_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=4, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Muton PR
Weapons=( strName="", iType=eItem_HeavyPlasma_Floater, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Heavy, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=40, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Floater PR
Weapons=( strName="", iType=eItem_HeavyPlasma_Muton, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_ShotSuppress, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Heavy, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=50, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Elite Muton Hvy Plasma
Weapons=( strName="", iType=eItem_MechtoidPlasmaCannon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Rifle, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=125, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=808, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Mectoid Plasma Cannon
Weapons=( strName="", iType=eItem_SectopodChestCannon, ABILITIES[0]=eAbility_CannonFire, ABILITIES[1]=eAbility_DestroyTerrain, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=11, iEnvironmentDamage=801, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=175, iCritical=8, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_SectopodCannon, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_NoReload, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=175, iCritical=0, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_SectopodClusterBomb, ABILITIES[0]=eAbility_ClusterBomb, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=250, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=144, iCritical=8, iOffenseBonus=0, iSuppression=606, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_DroneBeam, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Repair, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=3, iEnvironmentDamage=2, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=404, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_CyberdiscWeapon, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_DeathBlossom, ABILITIES[2]=eAbility_Overwatch, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=0, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=9, iEnvironmentDamage=125, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=8, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) Cyberdisc Cannon
Weapons=( strName="", iType=eItem_MutonGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_CyberdiscGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_FloaterGrenade, ABILITIES[0]=eAbility_AlienGrenade, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Explosive, Properties[4]=0, Properties[5]=0, iDamage=5, iEnvironmentDamage=250, iRange=15, iReactionRange=30, iReactionAngle=200, iRadius=336, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_PsiAmp, ABILITIES[0]=0, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_Encumber, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=400, iRange=30, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ElderWeapon, ABILITIES[0]=eAbility_PsiLance, ABILITIES[1]=eAbility_PsiReflect, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_NoReload, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=0, iRange=36, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=909, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ChryssalidClaw, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=8, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=25, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_SeekerTentacles, ABILITIES[0]=eAbility_Strangle, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Secondary, Properties[2]=eWP_CantReact, Properties[3]=eWP_Melee, Properties[4]=eWP_NoReload, Properties[5]=0, iDamage=3, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_ZombieFist, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=1, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_MutonBlade, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Integrated, Properties[1]=eWP_Melee, Properties[2]=eWP_CantReact, Properties[3]=eWP_NoReload, Properties[4]=0, Properties[5]=0, iDamage=10, iEnvironmentDamage=125, iRange=2, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=33, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Weapons=( strName="", iType=eItem_Plague, ABILITIES[0]=eAbility_Plague, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=45, iRange=25, iReactionRange=25, iReactionAngle=200, iRadius=144, iCritical=0, iOffenseBonus=0, iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
PerkWeapons=(ePerk=ePerk_SmokeBomb,eWeapon=eItem_SmokeGrenade)
PerkWeapons=(ePerk=ePerk_BattleScanner,eWeapon=eItem_BattleScanner)
PerkWeapons=(ePerk=ePerk_FieldMedic,eWeapon=eItem_Medikit)
ITEM_TIME_BALANCE=1 ; Multiplier for all item iTime values. Floats are allowed in these entries.
ITEM_CREDIT_BALANCE=1 ; Multiplier for all item iCash values.
ITEM_ELERIUM_BALANCE=1 ; Multiplier for all item iElerium values.
ITEM_ALLOY_BALANCE=1 ; Multiplier for all item iAlloy values.
ITEM_MELD_BALANCE=1 ; Multiplier for all item Meld values. This may do nothing.
ItemBalance_Normal=(eItem=eItem_FragGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=81, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_SmokeGrenade, iCash=-1, iElerium=0, iAlloys=44000, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=82, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_FlashBang, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=83, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_AlienGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=0, iEng=-1);
BalanceMods_Classic=(eType=84, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_GhostGrenade, iCash=100, iElerium=20030, iAlloys=10, iTime=14, iEng=60)
BalanceMods_Classic=(eType=85, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_GasGrenade, iCash=120, iElerium=0, iAlloys=4, iTime=10, iEng=40)
BalanceMods_Classic=(eType=86, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_NeedleGrenade, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=87, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MimicBeacon, iCash=150, iElerium=12024, iAlloys=2, iTime=14, iEng=75)
BalanceMods_Classic=(eType=88, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_PsiGrenade, iCash=50, iElerium=1002, iAlloys=2, iTime=7, iEng=25)
BalanceMods_Classic=(eType=96, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_BattleScanner, iCash=-1, iElerium=0, iAlloys=8000, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=97, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=57, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=57, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorKevlar, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=59, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=159, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15)
BalanceMods_Classic=(eType=159, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorCarapace, iCash=80, iElerium=0, iAlloys=18, iTime=10, iEng=25)
BalanceMods_Classic=(eType=60, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=182, iCash=50, iElerium=0, iAlloys=8, iTime=10, iEng=22)
BalanceMods_Classic=(eType=182, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=58, iCash=140, iElerium=16, iAlloys=36, iTime=14, iEng=40)
BalanceMods_Classic=(eType=58, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=160, iCash=140, iElerium=12, iAlloys=36, iTime=14, iEng=35)
BalanceMods_Classic=(eType=160, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorSkeleton, iCash=300, iElerium=36, iAlloys=60, iTime=14, iEng=65)
BalanceMods_Classic=(eType=61, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorTitan, iCash=300, iElerium=30, iAlloys=134060, iTime=14, iEng=65)
BalanceMods_Classic=(eType=62, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=5, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=67, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=65)
BalanceMods_Classic=(eType=67, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorArchAngel, iCash=300, iElerium=70, iAlloys=40, iTime=14, iEng=75); hardcoded to require Titan Suit
BalanceMods_Classic=(eType=63, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=3, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorGhost, iCash=500, iElerium=25070, iAlloys=60, iTime=14, iEng=90)
BalanceMods_Classic=(eType=64, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=68, iCash=125, iElerium=25, iAlloys=25, iTime=10, iEng=25)
BalanceMods_Classic=(eType=68, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArmorPsi, iCash=1000, iElerium=100, iAlloys=80, iTime=14, iEng=100)
BalanceMods_Classic=(eType=65, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltAssaultRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=212, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltSniperRifle, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=213, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltLMG, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=214, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_Shotgun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=4, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltRocketLauncher, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=218, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_Pistol, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=2, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVMinigun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=109, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_Chaingun, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
BalanceMods_Classic=(eType=28, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=32, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=32, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
ItemBalance_Normal=(eItem=226, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=226, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=231, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=231, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
ItemBalance_Normal=(eItem=254, iCash=0, iElerium=0, iAlloys=0, iTime=1, iEng=1)
BalanceMods_Classic=(eType=254, iDamage=0, iCritHit=65100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=236, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=236, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=241, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=241, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=246, iCash=-1, iElerium=0, iAlloys=3000, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=246, iDamage=0, iCritHit=125105105, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_LaserPistol, iCash=30, iElerium=0, iAlloys=4, iTime=10, iEng=15)
BalanceMods_Classic=(eType=8, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_LaserAssaultGun, iCash=50, iElerium=0, iAlloys=6, iTime=14, iEng=18);
BalanceMods_Classic=(eType=10, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltLaserAssaultRifle, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=15)
BalanceMods_Classic=(eType=215, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltLaserSniperRifle, iCash=50, iElerium=0, iAlloys=8, iTime=14, iEng=18)
BalanceMods_Classic=(eType=216, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_ExaltHeavyLaser, iCash=60, iElerium=0, iAlloys=8, iTime=14, iEng=18)
BalanceMods_Classic=(eType=217, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=251, iCash=35, iElerium=0, iAlloys=6, iTime=12, iEng=15)
BalanceMods_Classic=(eType=251, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
ItemBalance_Normal=(eItem=149, iCash=75, iElerium=0, iAlloys=10, iTime=14, iEng=20)
BalanceMods_Classic=(eType=149, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_Railgun, iCash=75, iElerium=10000, iAlloys=10, iTime=14, iEng=20)
BalanceMods_Classic=(eType=29, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=227, iCash=45, iElerium=0, iAlloys=6, iTime=12, iEng=18)
BalanceMods_Classic=(eType=227, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=232, iCash=30, iElerium=0, iAlloys=6, iTime=12, iEng=15)
BalanceMods_Classic=(eType=232, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
ItemBalance_Normal=(eItem=242, iCash=60, iElerium=0, iAlloys=8, iTime=12, iEng=20);
BalanceMods_Classic=(eType=242, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=237, iCash=25, iElerium=0, iAlloys=5, iTime=12, iEng=15);
BalanceMods_Classic=(eType=237, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=247, iCash=50, iElerium=0, iAlloys=3009, iTime=14, iEng=18);
BalanceMods_Classic=(eType=247, iDamage=0, iCritHit=120100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_AssaultRifle, iCash=90, iElerium=4, iAlloys=24, iTime=14, iEng=35)
BalanceMods_Classic=(eType=3, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_LMG, iCash=100, iElerium=4, iAlloys=30, iTime=14, iEng=35)
BalanceMods_Classic=(eType=5, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_SniperRifle, iCash=200, iElerium=10, iAlloys=90030, iTime=14, iEng=40); HEAT Ammo
BalanceMods_Classic=(eType=6, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVSentry, iCash=100, iElerium=6, iAlloys=30, iTime=14, iEng=40)
BalanceMods_Classic=(eType=110, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=186, iCash=120, iElerium=15006, iAlloys=50, iTime=14, iEng=45)
BalanceMods_Classic=(eType=186, iDamage=0, iCritHit=115100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_RocketLauncher, iCash=100, iElerium=6, iAlloys=50, iTime=14, iEng=45);
BalanceMods_Classic=(eType=7, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_AlloyCannon, iCash=130, iElerium=10, iAlloys=36, iTime=14, iEng=40);
BalanceMods_Classic=(eType=16, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=53, iCash=80, iElerium=4, iAlloys=16, iTime=12, iEng=38)
BalanceMods_Classic=(eType=53, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
ItemBalance_Normal=(eItem=228, iCash=110, iElerium=6, iAlloys=30, iTime=14, iEng=45)
BalanceMods_Classic=(eType=228, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=233, iCash=65, iElerium=2, iAlloys=12, iTime=12, iEng=35)
BalanceMods_Classic=(eType=233, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
ItemBalance_Normal=(eItem=238, iCash=40, iElerium=2, iAlloys=8, iTime=12, iEng=35);
BalanceMods_Classic=(eType=238, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=243, iCash=140, iElerium=10, iAlloys=30, iTime=14, iEng=45);
BalanceMods_Classic=(eType=243, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=248, iCash=140, iElerium=6, iAlloys=3032, iTime=14, iEng=45);
BalanceMods_Classic=(eType=248, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_LaserAssaultRifle, iCash=200, iElerium=30, iAlloys=40, iTime=14, iEng=65)
BalanceMods_Classic=(eType=9, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_LaserSniperRifle, iCash=250, iElerium=40, iAlloys=50, iTime=14, iEng=65)
BalanceMods_Classic=(eType=12, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_HeavyLaser, iCash=230, iElerium=40, iAlloys=60, iTime=14, iEng=65)
BalanceMods_Classic=(eType=11, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVLaser, iCash=300, iElerium=50, iAlloys=70, iTime=14, iEng=65)
BalanceMods_Classic=(eType=111, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=252, iCash=180, iElerium=30, iAlloys=30, iTime=12, iEng=63)
BalanceMods_Classic=(eType=252, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
ItemBalance_Normal=(eItem=1, iCash=250, iElerium=40, iAlloys=40, iTime=14, iEng=65)
BalanceMods_Classic=(eType=1, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=190, iCash=240, iElerium=30048, iAlloys=70, iTime=14, iEng=65)
BalanceMods_Classic=(eType=190, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=229, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67)
BalanceMods_Classic=(eType=229, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=234, iCash=120, iElerium=20, iAlloys=30, iTime=12, iEng=62)
BalanceMods_Classic=(eType=234, iDamage=0, iCritHit=70100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
ItemBalance_Normal=(eItem=239, iCash=80, iElerium=16, iAlloys=24, iTime=12, iEng=60);
BalanceMods_Classic=(eType=239, iDamage=0, iCritHit=60100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=249, iCash=215, iElerium=45, iAlloys=3070, iTime=14, iEng=70);
BalanceMods_Classic=(eType=249, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=244, iCash=220, iElerium=40, iAlloys=50, iTime=14, iEng=67);
BalanceMods_Classic=(eType=244, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_PlasmaPistol, iCash=155, iElerium=1030, iAlloys=15, iTime=12, iEng=90)
BalanceMods_Classic=(eType=13, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_PlasmaLightRifle, iCash=250, iElerium=1040, iAlloys=50, iTime=12, iEng=90)
BalanceMods_Classic=(eType=14, iDamage=0, iCritHit=110100100, iAim=0, iDefense=0, iHP=0, iMobility=1, iWill=0);
ItemBalance_Normal=(eItem=eItem_PlasmaAssaultRifle, iCash=350, iElerium=2050, iAlloys=70, iTime=14, iEng=95)
BalanceMods_Classic=(eType=15, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_HeavyPlasma, iCash=450, iElerium=2060, iAlloys=80, iTime=20, iEng=98)
BalanceMods_Classic=(eType=17, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_PlasmaSniperRifle, iCash=450, iElerium=2070, iAlloys=80, iTime=18, iEng=105)
BalanceMods_Classic=(eType=18, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_BlasterLauncher, iCash=600, iElerium=2070, iAlloys=120, iTime=20, iEng=110);
BalanceMods_Classic=(eType=19, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVPlasma, iCash=450, iElerium=3070, iAlloys=80, iTime=21, iEng=100)
BalanceMods_Classic=(eType=112, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_ParticleBeam, iCash=450, iElerium=35080, iAlloys=80, iTime=21, iEng=105)
BalanceMods_Classic=(eType=30, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=99, iCash=450, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
BalanceMods_Classic=(eType=99, iDamage=0, iCritHit=115105105, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=230, iCash=400, iElerium=2050, iAlloys=70, iTime=18, iEng=102)
BalanceMods_Classic=(eType=230, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=235, iCash=200, iElerium=1040, iAlloys=60, iTime=12, iEng=90)
BalanceMods_Classic=(eType=235, iDamage=0, iCritHit=90100100, iAim=0, iDefense=0, iHP=0, iMobility=3, iWill=0);
ItemBalance_Normal=(eItem=240, iCash=200, iElerium=1032, iAlloys=50, iTime=12, iEng=90);
BalanceMods_Classic=(eType=240, iDamage=0, iCritHit=75100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=245, iCash=350, iElerium=2050, iAlloys=70, iTime=18, iEng=105);
BalanceMods_Classic=(eType=245, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=250, iCash=400, iElerium=2064, iAlloys=3080, iTime=20, iEng=105);
BalanceMods_Classic=(eType=250, iDamage=0, iCritHit=125100100, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=253, iCash=60, iElerium=5, iAlloys=9005, iTime=10, iEng=25);
BalanceMods_Classic=(eType=253, iDamage=0, iCritHit=85100100, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIV, iCash=60, iElerium=0, iAlloys=0, iTime=10, iEng=15)
ItemBalance_Normal=(eItem=eItem_SHIV_Alloy, iCash=250, iElerium=0, iAlloys=100, iTime=15, iEng=35)
ItemBalance_Normal=(eItem=eItem_SHIV_Hover, iCash=300, iElerium=40, iAlloys=80, iTime=14, iEng=65)
ItemBalance_Normal=(eItem=eItem_SHIVDeck_I, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=113, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVDeck_II, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=114, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_SHIVDeck_III, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=115, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=206, iCash=20, iElerium=0, iAlloys=0, iTime=28, iEng=1); Basic SHIV
ItemBalance_Normal=(eItem=207, iCash=80, iElerium=0, iAlloys=36, iTime=75, iEng=20); Alloy SHIV
ItemBalance_Normal=(eItem=208, iCash=100, iElerium=20, iAlloys=30, iTime=70, iEng=30); Hover SHIV
ItemBalance_Normal=(eItem=107, iCash=30, iElerium=0, iAlloys=90006, iTime=5, iEng=15); HEAT Ammo
BalanceMods_Classic=(eType=107, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=123, iCash=70, iElerium=0, iAlloys=144000, iTime=10, iEng=40); Reactive Targeting Sensors
BalanceMods_Classic=(eType=123, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=124, iCash=25, iElerium=0, iAlloys=37000, iTime=7, iEng=20); Flush
BalanceMods_Classic=(eType=124, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=128, iCash=120, iElerium=5, iAlloys=126010, iTime=10, iEng=55); Light 'Em Up
BalanceMods_Classic=(eType=128, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=130, iCash=60, iElerium=0, iAlloys=54008, iTime=10, iEng=35); Sentinel
BalanceMods_Classic=(eType=130, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=131, iCash=40, iElerium=0, iAlloys=133000, iTime=7, iEng=20); Advanced Fire Control
BalanceMods_Classic=(eType=131, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=132, iCash=30, iElerium=0, iAlloys=43010, iTime=7, iEng=15); Resilience
BalanceMods_Classic=(eType=132, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=133, iCash=50, iElerium=10005, iAlloys=134010, iTime=10, iEng=25); Damage Control
BalanceMods_Classic=(eType=133, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=199, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=40);
BalanceMods_Classic=(eType=199, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=221, iCash=30, iElerium=16, iAlloys=12, iTime=7, iEng=45)
BalanceMods_Classic=(eType=221, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecArmor1, iCash=200, iElerium=15040, iAlloys=50, iTime=14, iEng=25)
BalanceMods_Classic=(eType=193, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecArmor2, iCash=400, iElerium=30060, iAlloys=145100, iTime=14, iEng=50)
BalanceMods_Classic=(eType=194, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=145, iCash=400, iElerium=30080, iAlloys=137080, iTime=14, iEng=50)
BalanceMods_Classic=(eType=145, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecArmor3, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
BalanceMods_Classic=(eType=195, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=20, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=148, iCash=600, iElerium=50080, iAlloys=145160, iTime=14, iEng=75);
BalanceMods_Classic=(eType=148, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=25, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=191, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
BalanceMods_Classic=(eType=191, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=210, iCash=600, iElerium=50120, iAlloys=137120, iTime=14, iEng=75);
BalanceMods_Classic=(eType=210, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=15, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecCivvies, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MecKineticArm, iCash=200, iElerium=20004, iAlloys=30, iTime=10, iEng=30)
BalanceMods_Classic=(eType=22, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecFlameThrower, iCash=150, iElerium=25000, iAlloys=0, iTime=10, iEng=35)
BalanceMods_Classic=(eType=23, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecGrenadeLauncher, iCash=150, iElerium=20000, iAlloys=24, iTime=10, iEng=30)
BalanceMods_Classic=(eType=24, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecRestorativeMist, iCash=120, iElerium=20000, iAlloys=0, iTime=14, iEng=28)
BalanceMods_Classic=(eType=25, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecElectroPulse, iCash=180, iElerium=35050, iAlloys=30, iTime=14, iEng=85)
BalanceMods_Classic=(eType=26, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MecProximityMineLauncher, iCash=180, iElerium=35000, iAlloys=24, iTime=14, iEng=55)
BalanceMods_Classic=(eType=27, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=34, iCash=30, iElerium=0, iAlloys=3000, iTime=7, iEng=20);
BalanceMods_Classic=(eType=34, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_Medikit, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=69, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_CombatStims, iCash=120, iElerium=2000, iAlloys=147000, iTime=10, iEng=45)
BalanceMods_Classic=(eType=70, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_MindShield, iCash=200, iElerium=5060, iAlloys=154040, iTime=20, iEng=65)
BalanceMods_Classic=(eType=71, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_ChitinPlating, iCash=80, iElerium=0, iAlloys=20, iTime=10, iEng=35);
BalanceMods_Classic=(eType=72, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_ArcThrower, iCash=100, iElerium=0, iAlloys=0, iTime=10, iEng=20)
BalanceMods_Classic=(eType=73, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_ReinforcedArmor, iCash=35, iElerium=0, iAlloys=8, iTime=7, iEng=15);
BalanceMods_Classic=(eType=75, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_RespiratorImplant, iCash=50, iElerium=2000, iAlloys=0, iTime=5, iEng=25)
BalanceMods_Classic=(eType=76, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=77, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=77, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=eItem_ReaperRounds, iCash=30, iElerium=0, iAlloys=0, iTime=7, iEng=25)
BalanceMods_Classic=(eType=78, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=89, iCash=-1, iElerium=0, iAlloys=22000, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=89, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=94, iCash=65, iElerium=10008, iAlloys=0, iTime=7, iEng=35)
BalanceMods_Classic=(eType=94, iDamage=0, iCritHit=0, iAim=0, iDefense=4, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=95, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=95, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=196, iCash=25, iElerium=0, iAlloys=4, iTime=5, iEng=25)
BalanceMods_Classic=(eType=196, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0);
ItemBalance_Normal=(eItem=197, iCash=35, iElerium=0, iAlloys=6, iTime=5, iEng=35)
BalanceMods_Classic=(eType=197, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=200, iCash=80, iElerium=4008, iAlloys=143014, iTime=10, iEng=50)
BalanceMods_Classic=(eType=200, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=202, iCash=80, iElerium=4004, iAlloys=8, iTime=10, iEng=45)
BalanceMods_Classic=(eType=202, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=2, iWill=0);
ItemBalance_Normal=(eItem=203, iCash=70, iElerium=8008, iAlloys=6, iTime=7, iEng=40)
BalanceMods_Classic=(eType=203, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=204, iCash=30, iElerium=0, iAlloys=6, iTime=5, iEng=30)
BalanceMods_Classic=(eType=204, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=205, iCash=65, iElerium=8008, iAlloys=8, iTime=10, iEng=45)
BalanceMods_Classic=(eType=205, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=10, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=209, iCash=200, iElerium=5010, iAlloys=11010, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=209, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=220, iCash=70, iElerium=0, iAlloys=14, iTime=7, iEng=18);
BalanceMods_Classic=(eType=220, iDamage=0, iCritHit=0, iAim=0, iDefense=-6,iHP=10, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=224, iCash=200, iElerium=15000, iAlloys=0, iTime=-1, iEng=-1); Hardcoded Psi XP bonus
BalanceMods_Classic=(eType=224, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=129, iCash=70, iElerium=1020, iAlloys=30, iTime=7, iEng=70);
BalanceMods_Classic=(eType=129, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=201, iCash=75, iElerium=5000, iAlloys=33000, iTime=10, iEng=35); Tactical Sense
BalanceMods_Classic=(eType=201, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=211, iCash=90, iElerium=10020, iAlloys=20, iTime=7, iEng=45);
BalanceMods_Classic=(eType=211, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=90, iCash=250, iElerium=50010, iAlloys=30, iTime=12, iEng=75)
BalanceMods_Classic=(eType=90, iDamage=0, iCritHit=0, iAim=0, iDefense=8, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=108, iCash=40, iElerium=0, iAlloys=19000, iTime=7, iEng=15); Holo-Targeting
BalanceMods_Classic=(eType=108, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=189, iCash=70, iElerium=16000, iAlloys=27032, iTime=10, iEng=35); Extra Conditioning
BalanceMods_Classic=(eType=189, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=98, iCash=-1, iElerium=0, iAlloys=154000, iTime=-1, iEng=-1); Steadfast
BalanceMods_Classic=(eType=98, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=223, iCash=200, iElerium=10010, iAlloys=0, iTime=-1, iEng=-1); Hardcoded XP bonus
BalanceMods_Classic=(eType=223, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=178, iCash=40, iElerium=24, iAlloys=8, iTime=7, iEng=60)
BalanceMods_Classic=(eType=178, iDamage=6, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-2, iWill=0);
ItemBalance_Normal=(eItem=31, iCash=20, iElerium=0, iAlloys=6, iTime=5, iEng=15);
BalanceMods_Classic=(eType=31, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=40, iCash=35, iElerium=1000, iAlloys=8, iTime=10, iEng=55);
BalanceMods_Classic=(eType=40, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=48, iCash=125, iElerium=2020, iAlloys=20, iTime=14, iEng=75)
BalanceMods_Classic=(eType=48, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_TargetingModule, iCash=70, iElerium=0, iAlloys=0, iTime=7, iEng=15);
BalanceMods_Classic=(eType=74, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=79, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
BalanceMods_Classic=(eType=79, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=80, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); +1 ammo, hardcoded to item number
BalanceMods_Classic=(eType=80, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=12, iTime=7, iEng=25)
BalanceMods_Classic=(eType=198, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=219, iCash=50, iElerium=0, iAlloys=0, iTime=7, iEng=15)
BalanceMods_Classic=(eType=219, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=225, iCash=60, iElerium=0, iAlloys=20, iTime=7, iEng=35);
BalanceMods_Classic=(eType=225, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=-1, iWill=0);
ItemBalance_Normal=(eItem=eItem_Interceptor, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_Skyranger, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_Firestorm, iCash=750, iElerium=10120, iAlloys=180, iTime=28, iEng=75)
ItemBalance_Normal=(eItem=eItem_Satellite, iCash=200, iElerium=0, iAlloys=0, iTime=25, iEng=10)
ItemBalance_Normal=(eItem=116, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Stingray Missiles
ItemBalance_Normal=(eItem=eItem_IntWeap_I, iCash=120, iElerium=0, iAlloys=12, iTime=10, iEng=15); Phoenix Cannon
ItemBalance_Normal=(eItem=eItem_IntWeap_II, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Avalanche Missiles
ItemBalance_Normal=(eItem=eItem_IntWeap_III, iCash=160, iElerium=0, iAlloys=30, iTime=10, iEng=25); Laser Cannon
ItemBalance_Normal=(eItem=eItem_IntWeap_IV, iCash=500, iElerium=3060, iAlloys=50, iTime=14, iEng=95); Plasma Cannon
ItemBalance_Normal=(eItem=eItem_IntWeap_V, iCash=575, iElerium=160, iAlloys=60, iTime=20, iEng=100); EMP Cannon
ItemBalance_Normal=(eItem=eItem_IntWeap_VI, iCash=800, iElerium=20120, iAlloys=70, iTime=25, iEng=120); Fusion Cannon
ItemBalance_Normal=(eItem=eItem_IntConsumable_Hit, iCash=20, iElerium=1001, iAlloys=1, iTime=5, iEng=35)
ItemBalance_Normal=(eItem=eItem_IntConsumable_Dodge, iCash=25, iElerium=1002, iAlloys=0, iTime=5, iEng=50)
ItemBalance_Normal=(eItem=eItem_IntConsumable_Boost, iCash=15, iElerium=1001, iAlloys=0, iTime=5, iEng=12)
ItemBalance_Normal=(eItem=eItem_Elerium115, iCash=3, iElerium=1, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_AlienAlloys, iCash=3, iElerium=0, iAlloys=1, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_WeaponFragment, iCash=1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_Meld, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_UFOPowerSource, iCash=60, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_UFONavigation, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_AlienFood, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_AlienEntertainment, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_AlienStasisTank, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_AlienSurgery, iCash=45, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_UFOFusionLauncher, iCash=200, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedUFONavigation, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedAlienFood, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedAlienEntertainment, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedAlienStasisTank, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DamagedAlienSurgery, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=222, iCash=250, iElerium=0, iAlloys=0, iTime=-1, iEng=-1); Exalt Loot Art
ItemBalance_Normal=(eItem=eItem_SectoidCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_FloaterCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_ThinManCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MutonCorpse, iCash=4, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_CryssalidCorpse, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_CyberdiscCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SectopodCorpse, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_DroneCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_EtherealCorpse, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SectoidCommanderCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_BerserkerCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MutonEliteCorpse, iCash=8, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_FloaterHeavyCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MechtoidCore, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SeekerCorpse, iCash=3, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SectoidCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SectoidCommanderCaptive, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_FloaterCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_FloaterHeavyCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_ThinManCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MutonCaptive, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_MutonEliteCaptive, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_BerserkerCaptive, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_EtherealCaptive, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_SectoidPlasmaPistol, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_PlasmaLightRifle_ThinMan, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_PlasmaAssaultRifle_Muton, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_HeavyPlasma_Muton, iCash=50, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance_Normal=(eItem=eItem_Skeleton_Key, iCash=200, iElerium=10040, iAlloys=10, iTime=20, iEng=25)
ItemBalance_Normal=(eItem=eItem_Base_Shard, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
ItemBalance_Normal=(eItem=eItem_HyperwaveBeacon, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
ItemBalance_Normal=(eItem=eItem_ExaltIntel, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
ItemBalance_Normal=(eItem=eItem_Psilink, iCash=-1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1);
FACILITY_COST_BALANCE=1 ; Multiplier for all facility iCash values
FACILITY_MAINTENANCE_BALANCE=1 ; Multiplier for all facility iMaintenance values
FACILITY_TIME_BALANCE=1 ; Multiplier for all facility iTime values
FacilityBalance=( eFacility=eFacility_Power, iCash=120, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10, iPower=8) ;MAKE SURE TO SYNC THIS WITH POWER_NORMAL
FacilityBalance=( eFacility=eFacility_ThermalPower, iCash=350, iElerium=0, iAlloys=0, iMaintenance=35, iTime=21, iPower=25);MAKE SURE TO SYNC THIS WITH POWER_THERMAL
FacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=400, iElerium=60,iAlloys=60, iMaintenance=25, iTime=25, iPower=35);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM
FacilityBalance=( eFacility=eFacility_Hangar, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-4)
FacilityBalance=( eFacility=eFacility_MissionControl, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-3)
FacilityBalance=( eFacility=eFacility_Barracks, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-1)
FacilityBalance=( eFacility=eFacility_Research, iCash=-1, iElerium=0, iAlloys=0, iMaintenance=0, iTime=-1, iPower=-5)
FacilityBalance=( eFacility=eFacility_AccessLift, iCash=100, iElerium=0, iAlloys=0, iMaintenance=5, iTime=7, iPower=-1)
FacilityBalance=( eFacility=eFacility_ScienceLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
FacilityBalance=( eFacility=eFacility_Workshop, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=21, iPower=-4)
FacilityBalance=( eFacility=eFacility_SmallRadar, iCash=200, iElerium=0, iAlloys=0, iMaintenance=20, iTime=21, iPower=-8)
FacilityBalance=( eFacility=eFacility_LargeRadar, iCash=300, iElerium=20,iAlloys=50, iMaintenance=25, iTime=21, iPower=-8)
FacilityBalance=( eFacility=eFacility_Foundry, iCash=200, iElerium=0, iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
FacilityBalance=( eFacility=eFacility_OTS, iCash=200, iElerium=0, iAlloys=0, iMaintenance=10, iTime=7, iPower=-1)
FacilityBalance=( eFacility=eFacility_AlienContain, iCash=200, iElerium=0, iAlloys=20, iMaintenance=30, iTime=14, iPower=-10)
FacilityBalance=( eFacility=eFacility_CyberneticsLab, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=10, iPower=-4); REPAIR BAY
FacilityBalance=( eFacility=eFacility_PsiLabs, iCash=250, iElerium=20,iAlloys=0, iMaintenance=25, iTime=18, iPower=-6)
FacilityBalance=( eFacility=eFacility_GeneticsLab, iCash=200, iElerium=0, iAlloys=0, iMaintenance=30, iTime=18, iPower=-4)
FacilityBalance=( eFacility=eFacility_HyperwaveRadar, iCash=600, iElerium=60,iAlloys=100,iMaintenance=100,iTime=28, iPower=-15)
FacilityBalance=( eFacility=eFacility_DeusEx, iCash=1000, iElerium=60,iAlloys=100,iMaintenance=200,iTime=28, iPower=-35)
FoundryBalance=(eTech=eFoundry_SHIV, iTime=7, iEngineers=10, iCash=80, iElerium=0, iAlloys=10, iFragments=20, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Enhanced Ballistic Weaponry
FoundryBalance=(eTech=eFoundry_AlienGrenades, iTime=7, iEngineers=35, iCash=100, iElerium=50,iAlloys=20, iFragments=20, iNumItems=1, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_AlienGrenade) // Alien Grenades
FoundryBalance=(eTech=eFoundry_MedikitII, iTime=7, iEngineers=12, iCash=180, iElerium=0, iAlloys=0, iFragments=10000, iNumItems=20, eReqTech=eTech_AutopsyThinMan, eReqItem=eItem_ThinManCorpse) // Improved Medikit
FoundryBalance=(eTech=eFoundry_ArcThrowerII, iTime=14,iEngineers=30, iCash=100, iElerium=40,iAlloys=40, iFragments=30, iNumItems=10, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_DroneCorpse) // Improved Arc Thrower
FoundryBalance=(eTech=eFoundry_VehicleRepair, iTime=21,iEngineers=45, iCash=500, iElerium=0, iAlloys=100,iFragments=40000, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater, eReqItem=eItem_FloaterHeavyCorpse) // Advanced Repair
FoundryBalance=(eTech=eFoundry_AutomatedLasers, iTime=14,iEngineers=55, iCash=150, iElerium=0, iAlloys=40, iFragments=15, iNumItems=0, eReqTech=eTech_PrecisionLasers, eReqItem=0); // Enhanced Laser Weaponry
FoundryBalance=(eTech=eFoundry_AutomatedPlasma, iTime=21,iEngineers=120, iCash=500, iElerium=100,iAlloys=100,iFragments=100, iNumItems=1, eReqTech=eTech_Plasma_Sniper, eReqItem=eItem_BEGIN_CAPTIVES); // Enhanced Plasma Weaponry
FoundryBalance=(eTech=eFoundry_SHIV_Heal, iTime=14,iEngineers=15, iCash=100, iElerium=10,iAlloys=10, iFragments=5010, iNumItems=10, eReqTech=eTech_AutopsyDrone, eReqItem=eItem_DroneCorpse) // Field Repairs
FoundryBalance=(eTech=eFoundry_CaptureDrone, iTime=21,iEngineers=95, iCash=350, iElerium=10,iAlloys=0, iFragments=100, iNumItems=50, eReqTech=eTech_EMP, eReqItem=eItem_DroneCorpse) // Capture Drone
FoundryBalance=(eTech=eFoundry_AmmoConservation, iTime=14,iEngineers=75, iCash=600, iElerium=0, iAlloys=130,iFragments=40100, iNumItems=20, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_MutonCorpse) // Ammo Conservation
FoundryBalance=(eTech=eFoundry_AdvancedFlight, iTime=14,iEngineers=50, iCash=325, iElerium=40,iAlloys=40, iFragments=0, iNumItems=5, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_CyberdiscCorpse) // Advanced Flight
FoundryBalance=(eTech=eFoundry_AdvancedConstruction, iTime=14,iEngineers=30, iCash=400, iElerium=60,iAlloys=200,iFragments=35000, iNumItems=30, eReqTech=eTech_Autopsy_END, eReqItem=eItem_FloaterCorpse); // Armored Fighters
FoundryBalance=(eTech=eFoundry_PistolI, iTime=7, iEngineers=10, iCash=35, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // Mag Pistols
FoundryBalance=(eTech=eFoundry_PistolII, iTime=10,iEngineers=20, iCash=90, iElerium=0, iAlloys=10, iFragments=35, iNumItems=0, eReqTech=eTech_Alloy_Cannon, eReqItem=0); // Rail Pistols
FoundryBalance=(eTech=eFoundry_PistolIII, iTime=14,iEngineers=35, iCash=145, iElerium=30,iAlloys=30, iFragments=60, iNumItems=1, eReqTech=eTech_Plasma_Pistol, eReqItem=eItem_SectoidPlasmaPistol);// Reflex Pistols
FoundryBalance=(eTech=eFoundry_SHIVSuppression, iTime=7, iEngineers=15, iCash=40, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // SHIV Suppression
FoundryBalance=(eTech=eFoundry_StealthSatellites, iTime=28,iEngineers=115, iCash=1200, iElerium=200,iAlloys=200,iFragments=0, iNumItems=10, eReqTech=eTech_Armor_Ghost, eReqItem=eItem_UFONavigation) // Stealth Satellites
FoundryBalance=(eTech=eFoundry_Scope, iTime=7, iEngineers=25, iCash=100, iElerium=0, iAlloys=0, iFragments=35, iNumItems=1, eReqTech=eTech_Exp_Warfare, eReqItem=eItem_TargetingModule) // Enhanced SCOPE
FoundryBalance=(eTech=eFoundry_EleriumFuel, iTime=10,iEngineers=45, iCash=100, iElerium=80,iAlloys=40, iFragments=20050, iNumItems=0, eReqTech=eTech_Elerium, eReqItem=0) // Jellied Elerium
FoundryBalance=(eTech=eFoundry_MECCloseCombat, iTime=7, iEngineers=50, iCash=300, iElerium=30,iAlloys=60, iFragments=20030, iNumItems=8, eReqTech=eTech_AutopsyBerserker, eReqItem=eItem_BerserkerCorpse) // MEC Close Combat
FoundryBalance=(eTech=eFoundry_AdvancedServomotors, iTime=14,iEngineers=45, iCash=300, iElerium=40,iAlloys=60, iFragments=35000, iNumItems=8, eReqTech=eTech_AutopsyMechtoid, eReqItem=eItem_MechtoidCore) // Advanced Servomotors
FoundryBalance=(eTech=eFoundry_ShapedArmor, iTime=21,iEngineers=35, iCash=300, iElerium=40,iAlloys=80, iFragments=20000, iNumItems=25, eReqTech=eTech_AutopsyFloater, eReqItem=eItem_FloaterCorpse) // Shaped Armor
FoundryBalance=(eTech=eFoundry_SentinelDrone, iTime=21, iEngineers=50, iCash=150, iElerium=20,iAlloys=40, iFragments=0, iNumItems=1, eReqTech=eTech_AutopsyCyberdisc, eReqItem=eItem_UFONavigation) // Sentinel Drone
FoundryBalance=(eTech=eFoundry_TacticalRigging, iTime=21, iEngineers=60, iCash=500, iElerium=0, iAlloys=0, iFragments=10050, iNumItems=20, eReqTech=eTech_AutopsyMutonElite, eReqItem=eItem_MutonEliteCorpse) // Tactical Rigging
FoundryBalance=(eTech=25, iTime=14, iEngineers=20, iCash=300, iElerium=10,iAlloys=30, iFragments=60000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Alien Metallurgy
FoundryBalance=(eTech=26, iTime=7, iEngineers=10, iCash=50, iElerium=0, iAlloys=0, iFragments=10010, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Aircraft Boosters
FoundryBalance=(eTech=27, iTime=21, iEngineers=55, iCash=500, iElerium=20,iAlloys=120, iFragments=80080, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Wingtip Sparrowhawks
FoundryBalance=(eTech=28, iTime=14, iEngineers=35, iCash=300, iElerium=0, iAlloys=80, iFragments=45, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Penetrator Weapons
FoundryBalance=(eTech=29, iTime=10, iEngineers=30, iCash=150, iElerium=0, iAlloys=60, iFragments=25, iNumItems=2, eReqTech=eTech_Armor_Skeleton, eReqItem=eItem_CyberdiscCorpse); // SHIV Defenses
FoundryBalance=(eTech=30, iTime=21, iEngineers=45, iCash=600, iElerium=0, iAlloys=0, iFragments=0, iNumItems=12, eReqTech=60, eReqItem=eItem_AlienSurgery); // Advanced Surgery
FoundryBalance=(eTech=31, iTime=14, iEngineers=40, iCash=400, iElerium=0, iAlloys=10, iFragments=50, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Improved Avionics
FoundryBalance=(eTech=32, iTime=14, iEngineers=50, iCash=350, iElerium=60,iAlloys=10, iFragments=40, iNumItems=4, eReqTech=eTech_AutopsySeeker, eReqItem=eItem_UFONavigation); // UFO Countermeasures
FoundryBalance=(eTech=33, iTime=14, iEngineers=45, iCash=200, iElerium=30,iAlloys=30, iFragments=0, iNumItems=2, eReqTech=eTech_Firestorm, eReqItem=eItem_UFOPowerSource); // Elerium Afterburners
FoundryBalance=(eTech=34, iTime=21, iEngineers=70, iCash=800, iElerium=200,iAlloys=200,iFragments=50100, iNumItems=6, eReqTech=eTech_AutopsyZombie, eReqItem=eItem_UFOPowerSource); // Supercapacitors
FoundryBalance=(eTech=35, iTime=28, iEngineers=40, iCash=300, iElerium=40,iAlloys=20, iFragments=0, iNumItems=2, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_UFONavigation); // Enhanced UFO Detection
FoundryBalance=(eTech=36, iTime=7, iEngineers=20, iCash=25, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=60, eReqItem=0); // MEC Warfare Systems
FoundryBalance=(eTech=37, iTime=14, iEngineers=35, iCash=200, iElerium=0, iAlloys=60, iFragments=0, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Super Skyranger
FoundryBalance=(eTech=38, iTime=14, iEngineers=45, iCash=500, iElerium=40,iAlloys=120,iFragments=75000, iNumItems=0, eReqTech=eTech_UFOPowerSource, eReqItem=0); // Alien Nucleonics
FoundryBalance=(eTech=39, iTime=14, iEngineers=20, iCash=200, iElerium=20,iAlloys=40, iFragments=20000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Improved Salvage Techniques
FoundryBalance=(eTech=40, iTime=14, iEngineers=30, iCash=100, iElerium=20,iAlloys=30, iFragments=50, iNumItems=0, eReqTech=eTech_Exp_Warfare, eReqItem=0); // Advanced Combat Systems
FoundryBalance=(eTech=41, iTime=14, iEngineers=40, iCash=100, iElerium=20,iAlloys=0, iFragments=20030, iNumItems=12, eReqTech=eTech_PsiLabs, eReqItem=eItem_SectoidCorpse); // Psi Warfare Systems
FoundryBalance=(eTech=42, iTime=3, iEngineers=25, iCash=40, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_LaserWeapons, eReqItem=0); // Base Security: Weapons
FoundryBalance=(eTech=43, iTime=3, iEngineers=25, iCash=20, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=72, eReqItem=0); // Base Security: Armor
FoundryBalance=(eTech=44, iTime=14, iEngineers=50, iCash=300, iElerium=60,iAlloys=120, iFragments=20100, iNumItems=2, eReqTech=eTech_Alloy_Cannon, eReqItem=eItem_UFOPowerSource); // Phoenix Coilguns
FoundryBalance=(eTech=45, iTime=14, iEngineers=40, iCash=250, iElerium=60,iAlloys=10, iFragments=0, iNumItems=4, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // UFO Scanners
FoundryBalance=(eTech=46, iTime=14, iEngineers=60, iCash=400, iElerium=80,iAlloys=60, iFragments=20100, iNumItems=2, eReqTech=eTech_BlasterLauncher, eReqItem=eItem_PlasmaLightRifle_ThinMan); // Enhanced Gauss Weaponry
OTSBalance=(eTech=eOTS_SquadSize_I, iCash=200, eRank=40)
OTSBalance=(eTech=eOTS_SquadSize_II, iCash=200, eRank=115)
OTSBalance=(eTech=3, iCash=100, eRank=20) ; Lieutenant / LT
OTSBalance=(eTech=4, iCash=200, eRank=45) ; Captain / CAPT
OTSBalance=(eTech=5, iCash=300, eRank=75) ; Major / MAJ
OTSBalance=(eTech=6, iCash=400, eRank=110) ; Colonel / COL
OTSBalance=(eTech=7, iCash=500, eRank=150) ; Field Commander / CMDR
TECH_TIME_BALANCE=10 ; Multiplier for all tech iTime values. Time in hours for 1 scientist is (iTime * Tech_Time_Balance * 72)
TechBalance=(eTech=eTech_AlienMaterials, iTime=6, iAlloys=4, iElerium=4, iNumFragments=10, iNumItems=1) ; Alien Materials: 0a.10
TechBalance=(eTech=72, iTime=8, iAlloys=16, iElerium=0, iNumFragments=0, iNumItems=0) ; Improved Body Armor
TechBalance=(eTech=eTech_Armor_Carapace, iTime=20, iAlloys=30, iElerium=0, iNumFragments=0, iNumItems=0) ; Advanced Body Armor
TechBalance=(eTech=eTech_Armor_Skeleton, iTime=40, iAlloys=40, iElerium=20, iNumFragments=0, iNumItems=0) ; Mobile Power Armor
TechBalance=(eTech=eTech_Armor_Titan, iTime=68, iAlloys=40, iElerium=40, iNumFragments=0, iNumItems=0) ; Advanced Power Armor
TechBalance=(eTech=eTech_Armor_Ghost, iTime=80, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Stealth Systems
TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=70, iAlloys=30, iElerium=100, iNumFragments=0, iNumItems=0) ; Antigrav Systems
TechBalance=(eTech=eTech_Placeholder, iTime=30, iAlloys=30, iElerium=30, iNumFragments=50, iNumItems=25) ; Alien Bioybernetics: 3c.60
TechBalance=(eTech=73, iTime=50, iAlloys=30, iElerium=100,iNumFragments=50, iNumItems=20) ; Improved Combat Exoskeletons
TechBalance=(eTech=74, iTime=85, iAlloys=40, iElerium=100,iNumFragments=50, iNumItems=30) ; Mobile Combat Exoskeletons
TechBalance=(eTech=75, iTime=85, iAlloys=100,iElerium=40, iNumFragments=50, iNumItems=30) ; Heavy Combat Exoskeletons
TechBalance=(eTech=eTech_Exp_Warfare, iTime=8, iAlloys=0, iElerium=0, iNumFragments=20, iNumItems=0) ; Experimental Warfare: 0b.11
TechBalance=(eTech=eTech_Autopsy_END, iTime=22, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0) ; Advanced Aerospace Concepts: 3b.59
TechBalance=(eTech=eTech_AlienNavigation, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=4) ; Alien Computers 20.32
TechBalance=(eTech=eTech_Elerium, iTime=30, iAlloys=0, iElerium=70, iNumFragments=0, iNumItems=0) ; Elerium; 0c.12
TechBalance=(eTech=eTech_UFOPowerSource, iTime=40, iAlloys=0, iElerium=60, iNumFragments=0, iNumItems=6) ; Alien Power Systems 21.33
TechBalance=(eTech=eTech_Firestorm, iTime=92, iAlloys=40, iElerium=100,iNumFragments=160,iNumItems=6) ; Alien Propulsion 05.05
TechBalance=(eTech=eTech_Xenobiology, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5) ; Xenobiology: 01.01
TechBalance=(eTech=eTech_ArcThrower, iTime=8, iAlloys=0, iElerium=0, iNumFragments=10, iNumItems=10) ; Xenoneurology 02.02
TechBalance=(eTech=eTech_Meld, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10) ; Xenogenetics: 0d.13
TechBalance=(eTech=eTech_PsiLabs, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=15) ; Xenopsionics: 04.04
TechBalance=(eTech=eTech_BaseShard, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0) ; Alien Operations 03.03
TechBalance=(eTech=eTech_Hyperwave, iTime=60, iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Communications
TechBalance=(eTech=eTech_PsiLink, iTime=150,iAlloys=0, iElerium=100,iNumFragments=0, iNumItems=1) ; Alien Command and Control
TechBalance=(eTech=eTech_PsiArmor, iTime=150,iAlloys=30, iElerium=100,iNumFragments=0, iNumItems=5) ; Mind and Machine
TechBalance=(eTech=eTech_WeaponFragments, iTime=6, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0) ; Alien Weaponry: 09.09
TechBalance=(eTech=eTech_LaserWeapons, iTime=8, iAlloys=20, iElerium=0, iNumFragments=50, iNumItems=0); Beam Lasers: 14.20
TechBalance=(eTech=eTech_PrecisionLasers, iTime=12, iAlloys=30, iElerium=0, iNumFragments=50, iNumItems=0); Advanced Beam Lasers: 15.21
TechBalance=(eTech=eTech_Alloy_Cannon, iTime=28, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Gauss Weapons 1c.28
TechBalance=(eTech=eTech_BlasterLauncher, iTime=35, iAlloys=60, iElerium=10, iNumFragments=100, iNumItems=0); Advanced Gauss Weapons 1f.31
TechBalance=(eTech=eTech_HeavyLasers, iTime=50, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Pulse Lasers: 16.22
TechBalance=(eTech=eTech_AutopsyZombie, iTime=60, iAlloys=80, iElerium=100, iNumFragments=150, iNumItems=0); Advanced Pulse Lasers: 31.49.
TechBalance=(eTech=eTech_Plasma_Pistol, iTime=75, iAlloys=30, iElerium=40, iNumFragments=150, iNumItems=2); Compact Plasma Weapons 17.23
TechBalance=(eTech=eTech_Plasma_Light, iTime=80, iAlloys=70, iElerium=70, iNumFragments=200, iNumItems=5); Plasma Weapons 18.24
TechBalance=(eTech=eTech_Plasma_Rifle, iTime=85, iAlloys=70, iElerium=80, iNumFragments=200, iNumItems=3); Advanced Plasma Weapons 19.25
TechBalance=(eTech=eTech_Plasma_Heavy, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=2); Heavy Plasma Weapons 1a.26
TechBalance=(eTech=eTech_Plasma_Cannon, iTime=90, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Vehicular Plasma Weapons 1d.29
TechBalance=(eTech=eTech_Plasma_Sniper, iTime=85, iAlloys=70, iElerium=90, iNumFragments=200, iNumItems=0); Precision Plasma Weapons 1b.27
TechBalance=(eTech=eTech_EMP, iTime=95, iAlloys=0, iElerium=200,iNumFragments=300,iNumItems=40); EMP Weapons 22.34
TechBalance=(eTech=eTech_Fusion_Launcher, iTime=120, iAlloys=60, iElerium=200,iNumFragments=300, iNumItems=0); Fusion Weapons 1e.30
TechBalance=(eTech=eTech_AutopsySectoid, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
TechBalance=(eTech=eTech_AutopsyFloater, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
TechBalance=(eTech=eTech_AutopsyMuton, iTime=8, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
TechBalance=(eTech=eTech_AutopsyThinMan, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=10)
TechBalance=(eTech=eTech_AutopsyCryssalid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsyEthereal, iTime=50,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
TechBalance=(eTech=eTech_AutopsyCyberdisc, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
TechBalance=(eTech=eTech_AutopsyDrone, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsySeeker, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsySectopod, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
TechBalance=(eTech=eTech_AutopsyBerserker, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsyMutonElite, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsyHeavyFloater, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsySectoidCommander, iTime=35,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=5)
TechBalance=(eTech=eTech_AutopsyMechtoid, iTime=18,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=3)
TechBalance=(eTech=eTech_InterrogateSectoid, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateFloater, iTime=9, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateMuton, iTime=14, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateThinMan, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateEthereal, iTime=50, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateBerserker, iTime=20, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateMutonElite, iTime=25, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateHeavyFloater, iTime=18, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_InterrogateSectoidCommander, iTime=35, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=61, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Scout
TechBalance=(eTech=62, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Destroyer
TechBalance=(eTech=63, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Abductor
TechBalance=(eTech=64, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Transport
TechBalance=(eTech=65, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Battleship
TechBalance=(eTech=66, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Overseer
TechBalance=(eTech=67, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Fighter
TechBalance=(eTech=68, iTime=4, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Raider
TechBalance=(eTech=69, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Harvester
TechBalance=(eTech=70, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Terror Ship
TechBalance=(eTech=71, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0); UFO Analysis: Assault Carrier
KILL_CAM_MIN_DIST=720.0
ItemBalance_Easy=(eItem=29, iCash=50, iElerium=36, iAlloys=10, iTime=0, iEng=24) ; 29=ePerk_GeneMod_BrainFeedback, 36=eTech_InterrogateFloater
ItemBalance_Easy=(eItem=149, iCash=50, iElerium=40, iAlloys=10, iTime=0, iEng=24) ; 149=ePerk_GeneMod_RegenPheromones, 40=eTech_InterrogateThinMan Regen Biofield
ItemBalance_Easy=(eItem=68, iCash=50, iElerium=4, iAlloys=10, iTime=0, iEng=24) ; 68=ePerk_MindFray, 4=eTech_PsiLabs
ItemBalance_Easy=(eItem=70, iCash=60, iElerium=35, iAlloys=20, iTime=0, iEng=6) ; 70=ePerk_PsiInspiration, 35=eTech_InterrogateSectoid
ItemBalance_Easy=(eItem=146, iCash=60, iElerium=37, iAlloys=20, iTime=0, iEng=6) ; 146=ePerk_DistortionField, 37=eTech_InterrogateMuton Distortion Field
ItemBalance_Easy=(eItem=74, iCash=70, iElerium=6, iAlloys=20, iTime=0, iEng=6) ; 74=ePerk_MindMerge, 6=eTech_AutopsySectoidCommander
ItemBalance_Easy=(eItem=69, iCash=70, iElerium=38, iAlloys=20, iTime=0, iEng=6) ; 69=ePerk_PsiPanic, 38=eTech_InterrogateSectoidCommander
ItemBalance_Easy=(eItem=72, iCash=80, iElerium=56, iAlloys=30, iTime=0, iEng=12) ; 72=ePerk_TelekineticField, 56=eTech_AutopsyEthereal
ItemBalance_Easy=(eItem=119, iCash=80, iElerium=39, iAlloys=30, iTime=0, iEng=12) ; 119=ePerk_Foundry_SHIVSuppression, 39=eTech_InterrogateBerserker Psychokinetic Strike
ItemBalance_Easy=(eItem=71, iCash=95, iElerium=43, iAlloys=30, iTime=0, iEng=12) ; 71=ePerk_MindControl, 43=eTech_InterrogateEthereal
ItemBalance_Easy=(eItem=73, iCash=120, iElerium=0, iAlloys=0, iTime=0, iEng=12) ; 73=ePerk_Rift, specially coded requirement
ItemBalance_Easy=(eItem=4, iCash=30, iElerium=53, iAlloys=10, iTime=10, iEng=6) ; ePerk_GeneMod_SecondHeart 53=Muton Elite Autopsy
ItemBalance_Easy=(eItem=20, iCash=20, iElerium=47, iAlloys=8, iTime=6, iEng=9) ; ePerk_GeneMod_Adrenal 47=Muton Autopsy
ItemBalance_Easy=(eItem=28, iCash=20, iElerium=51, iAlloys=12, iTime=10, iEng=6) ; ePerk_GeneMod_BrainDamping 51=Berserker Autopsy
ItemBalance_Easy=(eItem=155, iCash=15, iElerium=44, iAlloys=8, iTime=4, iEng=3) ; ePerk_Medal_DefenderB (Smart Macrophages) 44=Sectoid Autopsy
ItemBalance_Easy=(eItem=30, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_Pupils 13=Xenogenetics
ItemBalance_Easy=(eItem=38, iCash=10, iElerium=13, iAlloys=4, iTime=3, iEng=3) ; ePerk_GeneMod_DepthPerception 13=Xenogenetics
ItemBalance_Easy=(eItem=42, iCash=25, iElerium=58, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BioelectricSkin 58=Seeker Autopsy
ItemBalance_Easy=(eItem=148, iCash=20, iElerium=50, iAlloys=10, iTime=10, iEng=12); ePerk_GeneMod_IronSkin 50=Cyberdisc Autopsy
ItemBalance_Easy=(eItem=50, iCash=20, iElerium=46, iAlloys=12, iTime=7, iEng=9) ; ePerk_GeneMod_MuscleFiber 46=Thin Man Autopsy
ItemBalance_Easy=(eItem=45, iCash=30, iElerium=48, iAlloys=10, iTime=6, iEng=6) ; ePerk_GeneMod_BoneMarrow 48=Chryssalid Autopsy

[XComGame.XComPrecomputedPath]
BlasterBombSpeed=500.0f

[XComGame.XGAction_FireCustom_Flamethrower]
SweepAngle=70 ;The angle in degrees formed between the leftmost facing of a sweep and the rightmost facing
Range=10 ;Range of the flame thrower in tiles
NumSweeps=4 ;(Cosmetic) The number of times the unit will sweep the firing flamethrower back and forth over the target
SweepFullCircle=False ;(Cosmetic) Specifies the type of motion the sweep will have
ChanceToSetFire=0.00 ;A value between 0.0 and 1.0 that specifes the likelyhood that an environmental fire will be set
FireProcessingInterval=1.0 ;Time in seconds between processing which tiles should be set on fire. Higher frequency produces more tiles on fire
FireChance_Level1=1.0 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
FireChance_Level2=0.3 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
FireChance_Level3=0.2 ;The FireChance_XXX variables define the relative chance that environmental fires will use the various levels of fire
LengthUpdateSpeed=0.1 ;This parameter controls the speed at which the length of the flame effect will grow / shrink to compensate for collisions (0.0 - 1.0)
SecondaryFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat
SecondaryFire_Elerium_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Radiating_Heat_Elerium
FillFire_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Fire_Fill_Transient
FlameDamage_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Running
FlameKill_ParticleEffectPath=FX_MEC_WP_Flamethrower.P_Flamethrower_Flaming_Target_Dead

[XComGame.XGAction_FireCustom_Barrage]
BarrageTime=3.5 ;The time that Barrage will spend firing at the target
BarrageRadius=1.5 ;Radius of the damage that Barrage does, in tiles
BarrageTimeBetweenRetargets=0.05;At this interval of seconds, the MEC will select a new random point to shoot at within the barrage area of effect
BarrageStartAOEEffectTime=1.0 ;The time, in seconds, from the start of the barrage animation to start playing the AOE effect

[XComGame.XGAbility_Electropulse]
ElectroPulseXY_Range=432
ElectroPulse_OrganicFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Hurt
ElectroPulse_RoboticFX_Path=FX_MEC_Abilities.P_Electro_Pulse_Stunned

[XComGame.XGUnitNativeBase]
BioelectricSkinRange=12 ;Range is in meters (64 units) like the sight radius is
AdditionalProximityMines=1 ;MEC Packmaster bonus
AdditionalGrenades=1 ;MEC Packmaster bonus
AdditionalRestorativeMistShots=1 ;MEC Packmaster bonus

[XComGame.XComPerkManager]
SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_SquadSight, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Sniper, Squaddie=ePerk_LightningReflexes, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_FireRocket, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons, Squaddie=ePerk_FocusedSuppression, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_FieldMedic, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Support, Squaddie=ePerk_Grenadier, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_RunAndGun, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_StunImmune, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_PlasmaBarrage, Corporal1=0, Corporal2=0, Sergeant1=0, Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, Captain2=0, Major=0, Colonel1=0, Colonel2=0)
SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Medal_CouncilB, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_DamnGoodGround, Captain1=ePerk_Executioner, Major=ePerk_TacticalSense, Colonel1=ePerk_DoubleTap )
SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_Gunslinger, Sergeant1=ePerk_PrecisionShot, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_BringEmOn, Colonel1=ePerk_Mayhem )
SoldierPerkTrees=(SoldierType=11, Squaddie=0, Corporal1=ePerk_LowProfile, Sergeant1=ePerk_DisablingShot, Lieutenant1=ePerk_Medal_UrbanB, Captain1=ePerk_PlatformStability, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_InTheZone )
SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=20 )
SoldierPerkTrees=(SoldierType=15, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_DamnGoodGround, Sergeant1=ePerk_Medal_CouncilB, Lieutenant1=ePerk_Sprinter, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_SmokeandMirrors, Colonel1=ePerk_InTheZone )
SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_TacticalSense, Captain1=ePerk_LowProfile, Major=ePerk_BringEmOn, Colonel1=ePerk_ReinforcedArmor )
SoldierPerkTrees=(SoldierType=21, Squaddie=0, Corporal1=ePerk_Gunslinger, Sergeant1=ePerk_BattleScanner, Lieutenant1=ePerk_Medal_UrbanB, Captain1=ePerk_Aggression, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_GeneMod_MimeticSkin )
SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=25, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_SnapShot, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_Mayhem, Major=ePerk_Rocketeer, Colonel1=ePerk_Implanted )
SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_WilltoSurvive, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_Opportunist, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII )
SoldierPerkTrees=(SoldierType=12, Squaddie=0, Corporal1=ePerk_RifleSuppression_DEPRECATED,Sergeant1=ePerk_Foundry_AdvancedFlight, Lieutenant1=ePerk_PlatformStability, Captain1=ePerk_TacticalSense, Major=ePerk_DoubleTap, Colonel1=ePerk_DangerZone )
SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=3, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=133, Colonel1=000 )
SoldierPerkTrees=(SoldierType=16, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_AdvancedFireControl, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_PlatformStability, Major=ePerk_DoubleTap, Colonel1=ePerk_Mayhem )
SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_HEATAmmo, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Resilience, Major=ePerk_RapidFire, Colonel1=ePerk_ExtraConditioning )
SoldierPerkTrees=(SoldierType=22, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_ShredderRocket, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_DangerZone, Major=ePerk_BulletSwarm, Colonel1=ePerk_Sentinel )
SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
SoldierPerkTrees=(SoldierType=26, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=2, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_CovertPockets, Sergeant1=ePerk_Revive, Lieutenant1=ePerk_Dazed, Captain1=ePerk_CombatDrugs, Major=ePerk_Sprinter, Colonel1=ePerk_Savior )
SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_SmokeBomb, Captain1=ePerk_DenseSmoke, Major=ePerk_Bombard, Colonel1=ePerk_DeepPockets )
SoldierPerkTrees=(SoldierType=13, Squaddie=0, Corporal1=ePerk_FocusedSuppression, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_BulletSwarm, Captain1=ePerk_Opportunist, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_ExtraConditioning )
SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=2, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=17, Squaddie=100, Corporal1=000, Sergeant1=30, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_ImmuneToDisable_DEPRECATED, Sergeant1=ePerk_RifleSuppression_DEPRECATED, Lieutenant1=ePerk_Repair, Captain1=ePerk_DenseSmoke, Major=ePerk_DeepPockets, Colonel1=ePerk_Bombard )
SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_SmokeBomb, Sergeant1=ePerk_SmokeandMirrors, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_BattleScanner, Major=ePerk_HEATAmmo, Colonel1=ePerk_FireRocket )
SoldierPerkTrees=(SoldierType=23, Squaddie=0, Corporal1=ePerk_TracerBeams, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_WilltoSurvive, Captain1=ePerk_Mayhem, Major=ePerk_ExtraConditioning, Colonel1=ePerk_Foundry_PistolIII)
SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=20, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=27, Squaddie=000, Corporal1=10, Sergeant1=000, Lieutenant1=3, Captain1=000, Major=133, Colonel1=000 )
SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_Aggression, Lieutenant1=ePerk_RapidFire, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_Sprinter, Colonel1=ePerk_LightningReflexes )
SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_CloseCombatSpecialist, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_CloseAndPersonal, Captain1=ePerk_KillerInstinct, Major=ePerk_BringEmOn, Colonel1=ePerk_XenobiologyOverlays )
SoldierPerkTrees=(SoldierType=14, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_Gunslinger, Lieutenant1=ePerk_ReinforcedArmor, Captain1=ePerk_Resilience, Major=ePerk_TacticalSense, Colonel1=ePerk_ExtraConditioning )
SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=2, Lieutenant1=5, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=18, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=144 )
SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_CoveringFire, Sergeant1=ePerk_Opportunist, Lieutenant1=ePerk_FocusedSuppression, Captain1=ePerk_TacticalSense, Major=ePerk_Sentinel, Colonel1=ePerk_RapidFire )
SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_Executioner, Sergeant1=ePerk_WilltoSurvive, Lieutenant1=ePerk_Gunslinger, Captain1=ePerk_Disabled_DEPRECATED, Major=ePerk_BringEmOn, Colonel1=ePerk_ExtraConditioning )
SoldierPerkTrees=(SoldierType=24, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_Aggression, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_Medal_UrbanB, Major=ePerk_Resilience, Colonel1=ePerk_XenobiologyOverlays )
SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=000, Sergeant1=3, Lieutenant1=000, Captain1=0, Major=000, Colonel1=144 )
SoldierPerkTrees=(SoldierType=28, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=31, Squaddie=0, Corporal1=ePerk_Medal_UrbanB, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_ShredderRocket, Colonel1=ePerk_PlasmaBarrage )
SoldierPerkTrees=(SoldierType=31, Squaddie=ePerk_Squadsight, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_AutoThreatAssessment, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_DamageControl, Major=ePerk_BringEmOn, Colonel1=ePerk_AbsorptionFields )
SoldierPerkTrees=(SoldierType=31, Squaddie=0, Corporal1=ePerk_DamnGoodGround, Sergeant1=ePerk_Executioner, Lieutenant1=ePerk_Medal_CouncilB, Captain1=ePerk_Aggression, Major=ePerk_RepairServos, Colonel1=ePerk_InTheZone )
SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=000, Colonel1=0 )
SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=2, Major=000, Colonel1=200 )
SoldierPerkTrees=(SoldierType=35, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=0, Major=2, Colonel1=0 )
SoldierPerkTrees=(SoldierType=41, Squaddie=0, Corporal1=ePerk_Medal_CouncilB, Sergeant1=ePerk_Flush, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_AbsorptionFields )
SoldierPerkTrees=(SoldierType=41, Squaddie=ePerk_ReinforcedArmor, Corporal1=ePerk_AdvancedFireControl, Sergeant1=ePerk_Medal_UrbanB, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Aggression, Major=ePerk_Squadsight, Colonel1=ePerk_RapidFire )
SoldierPerkTrees=(SoldierType=41, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_DamnGoodGround, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_DamageControl, Major=ePerk_BringEmOn, Colonel1=ePerk_LightningReflexes )
SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=45, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_PlatformStability, Sergeant1=ePerk_Mayhem, Lieutenant1=ePerk_ImmuneToDisable_DEPRECATED, Captain1=ePerk_Barrage, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
SoldierPerkTrees=(SoldierType=32, Squaddie=ePerk_Bombard, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_DamageControl, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_DeepPockets, Major=ePerk_DoubleTap, Colonel1=ePerk_Foundry_PistolIII )
SoldierPerkTrees=(SoldierType=32, Squaddie=0, Corporal1=ePerk_Poisoned, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_ReactiveTargetingSensors, Major=ePerk_DangerZone, Colonel1=ePerk_Grenadier )
SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=30, Colonel1=200 )
SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=36, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=20, Captain1=22, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=42, Squaddie=0, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_BringEmOn, Captain1=ePerk_HEATAmmo, Major=ePerk_BulletSwarm, Colonel1=ePerk_CloseCombatSpecialist)
SoldierPerkTrees=(SoldierType=42, Squaddie=ePerk_AbsorptionFields, Corporal1=ePerk_Flush, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_AdvancedFireControl, Captain1=ePerk_XenobiologyOverlays, Major=ePerk_Barrage, Colonel1=ePerk_DamageControl )
SoldierPerkTrees=(SoldierType=42, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_RifleSuppression_DEPRECATED, Lieutenant1=ePerk_Resilience, Captain1=ePerk_ShockAbsorbentArmor, Major=ePerk_RepairServos, Colonel1=ePerk_DeepPockets )
SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=46, Squaddie=200, Corporal1=5, Sergeant1=20, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_ReactiveTargetingSensors, Sergeant1=ePerk_CoveringFire, Lieutenant1=ePerk_Opportunist, Captain1=ePerk_DamageControl, Major=ePerk_AbsorptionFields, Colonel1=ePerk_DoubleTap )
SoldierPerkTrees=(SoldierType=33, Squaddie=ePerk_Sentinel, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_AutoThreatAssessment, Lieutenant1=ePerk_RepairServos, Captain1=ePerk_RifleSuppression_DEPRECATED, Major=ePerk_Disabled_DEPRECATED, Colonel1=ePerk_Resilience )
SoldierPerkTrees=(SoldierType=33, Squaddie=0, Corporal1=ePerk_FieldMedic, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_DeepPockets, Captain1=ePerk_Savior, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_BulletSwarm )
SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=20, Major=000, Colonel1=2 )
SoldierPerkTrees=(SoldierType=37, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=22 )
SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_Grenadier, Captain1=ePerk_ShockAbsorbentArmor, Major=ePerk_DeepPockets, Colonel1=ePerk_PlasmaBarrage )
SoldierPerkTrees=(SoldierType=43, Squaddie=ePerk_Barrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_RepairServos, Lieutenant1=ePerk_DamageControl, Captain1=ePerk_Mayhem, Major=ePerk_AbsorptionFields, Colonel1=ePerk_RapidFire )
SoldierPerkTrees=(SoldierType=43, Squaddie=0, Corporal1=ePerk_ImmuneToDisable_DEPRECATED, Sergeant1=ePerk_Poisoned, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_ShredderRocket )
SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=5, Sergeant1=000, Lieutenant1=000, Captain1=200, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=200, Colonel1=000 )
SoldierPerkTrees=(SoldierType=47, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=10, Colonel1=000 )
SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_ShockAbsorbentArmor, Sergeant1=ePerk_Barrage, Lieutenant1=ePerk_RifleSuppression_DEPRECATED, Captain1=ePerk_AdvancedFireControl, Major=ePerk_XenobiologyOverlays, Colonel1=ePerk_AbsorptionFields )
SoldierPerkTrees=(SoldierType=34, Squaddie=ePerk_CloseandPersonal, Corporal1=ePerk_Medal_DefenderA, Sergeant1=ePerk_CloseCombatSpecialist, Lieutenant1=ePerk_Executioner, Captain1=ePerk_Flush, Major=ePerk_ReactiveTargetingSensors, Colonel1=ePerk_RapidFire )
SoldierPerkTrees=(SoldierType=34, Squaddie=0, Corporal1=ePerk_Aggression, Sergeant1=ePerk_DamageControl, Lieutenant1=ePerk_AutoThreatAssessment, Captain1=ePerk_RepairServos, Major=ePerk_BringEmOn, Colonel1=ePerk_RunAndGun )
SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=200, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=5, Sergeant1=000, Lieutenant1=20, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=38, Squaddie=100, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=44, Squaddie=0, Corporal1=ePerk_Flush, Sergeant1=ePerk_RapidReaction, Lieutenant1=ePerk_ShredderRocket, Captain1=ePerk_DamageControl, Major=ePerk_RepairServos, Colonel1=ePerk_AbsorptionFields )
SoldierPerkTrees=(SoldierType=44, Squaddie=ePerk_PlasmaBarrage, Corporal1=ePerk_AutoThreatAssessment, Sergeant1=ePerk_ReactiveTargetingSensors, Lieutenant1=ePerk_HEATAmmo, Captain1=ePerk_Opportunist, Major=ePerk_Aggression, Colonel1=ePerk_RapidFire )
SoldierPerkTrees=(SoldierType=44, Squaddie=0, Corporal1=ePerk_RifleSuppression_DEPRECATED, Sergeant1=ePerk_PlatformStability, Lieutenant1=ePerk_Disabled_DEPRECATED, Captain1=ePerk_Medal_UrbanB, Major=ePerk_Barrage, Colonel1=ePerk_XenobiologyOverlays )
SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=200 )
SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=48, Squaddie=000, Corporal1=000, Sergeant1=000, Lieutenant1=000, Captain1=000, Major=000, Colonel1=000 )
SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_MindFray, Corporal1=ePerk_PsiInspiration, Sergeant1=ePerk_MindMerge, Lieutenant1=ePerk_TelekineticField, Captain1=0, Major=0, Colonel1=0)
SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_BrainFeedback, Corporal1=0, Sergeant1=0, Lieutenant1=0, Captain1=ePerk_MindControl, Major=ePerk_Rift, Colonel1=0)
SoldierPerkTrees=(SoldierType=eSC_Psi, Squaddie=ePerk_GeneMod_RegenPheromones,Corporal1=ePerk_DistortionField, Sergeant1=ePerk_PsiPanic, Lieutenant1=ePerk_Foundry_SHIVSuppression, Captain1=0, Major=0, Colonel1=0)
GeneModPerkTree=(Chest1=ePerk_GeneMod_SecondHeart, Chest2=ePerk_GeneMod_Adrenal, Brain1=ePerk_GeneMod_BrainDamping, Brain2=ePerk_Medal_DefenderB, Eyes1=ePerk_GeneMod_Pupils, Eyes2=ePerk_GeneMod_DepthPerception, Skin1=ePerk_GeneMod_BioelectricSkin, Skin2=ePerk_GeneMod_IronSkin, Legs1=ePerk_GeneMod_MuscleFiber, Legs2=ePerk_GeneMod_BoneMarrow)
RandomPerks=ePerk_Aggression
RandomPerks=ePerk_TacticalSense
RandomPerks=ePerk_Flush
RandomPerks=ePerk_BringEmOn
RandomPerks=ePerk_CloseCombatSpecialist
RandomPerks=ePerk_ExtraConditioning
RandomPerks=ePerk_Resilience
RandomPerks=ePerk_TracerBeams
RandomPerks=ePerk_WillToSurvive
RandomPerks=ePerk_DamnGoodGround
RandomPerks=ePerk_Gunslinger
RandomPerks=ePerk_BattleScanner
RandomPerks=ePerk_Executioner
RandomPerks=ePerk_Opportunist
RandomPerks=ePerk_LowProfile
RandomPerks=ePerk_Sprinter
RandomPerks=ePerk_CoveringFire
RandomPerks=ePerk_DeepPockets
RandomPerks=ePerk_RifleSuppression_DEPRECATED
RandomPerks=ePerk_Disabled_DEPRECATED
RandomPerks=ePerk_Poisoned
RandomPerks=ePerk_Medal_UrbanB
RandomPerks=ePerk_Medal_DefenderA
RandomPerks=ePerk_Medal_CouncilB
RandomPerks=ePerk_XenobiologyOverlays
RandomPerks=ePerk_Foundry_PistolIII

[IniVersion]
0=1425915806.000000

То же самое текстовым файлом
 

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хотелось бы на уровне easy иметь больше бойцов на операции и чуть меньше алиентов (ексальтов). При шестерых (4) иксомавцах полтора десятка чужих, при двух промахах а малом крите печалька выходит. а терять своих оч неохота. тут никакая тактика кроме слива не катит.
 
thefirst, то что я скинул я делал для себя. А я решил в первый раз на Легкой сложности сыграть... чтобы освоиться. Ванильку прошел на предпоследней и Терминаторе практически без потерь (пара оперативников в начале игры , когда их с одного выстрела сектоиды гасили и одного кританули в конце уже. Ну и пара охранников базы).
Так что можешь попробовать скопировать себе и поиграть на более удобных настройках. Где не надо хоронить бойцов толпами.

П.с. Когда отправляешь агента к Экзальту бери самого быстрого бойца (Разведчика идеально, но если нет, то и Медик сгодится). Бегай им от ретранслятора к ретранслятору и отрубай их. Экзальт после такого один ход не может стрелять, а ты можешь их крошить в винигрет!
 
как я уже говорил играю только в выходные. сильно думать сложно :-) ? бывает не помнишь чем последний сейв закончился. хочется поиграть спокойно- не напрягаясь. ванилу прошел раз 8. мод интересен но чересчур за чужих заточен. вот и хотелось бы для пенсионеров типа меня чего поинтересней но не напряжно.
 
thefirst, дружище, похоже на то, что сильно думать сложно тебе. Ибо я как раз и написал парой постов выше, как можно сильно облегчить себе жизнь, чтобы не превозмогать всю игру и не страдать в попытках затащить незатаскиваемое. Но, "Чукча не читатель. Чукча писатель", ага.
 
Выбрал своим бойцам кепки 21
2015-04-13_00001.jpg


надоело видеть просто головы, а так прикольно.
 
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