Last updated: 2019-11-06
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Note that any generated files, e.g. HTML, png, CSS, etc., are not included in this status report because it is ok for generated content to have uncommitted changes.
| File | Version | Author | Date | Message |
|---|---|---|---|---|
| Rmd | d7e6e3b | Robert William Schlegel | 2019-11-04 | Added an in review citation |
| html | 158aa0b | robwschlegel | 2019-05-06 | Updated project interface |
| html | 36100c0 | robwschlegel | 2019-03-19 | Build site. |
| html | 43de03a | robwschlegel | 2019-03-19 | Build site. |
| Rmd | 27f7115 | robwschlegel | 2019-03-19 | Publish the initial files for myproject |
| html | fa7fd57 | robwschlegel | 2019-03-19 | Build site. |
| Rmd | 31cee23 | robwschlegel | 2019-03-19 | Start workflowr project. |
Copyright (c) 2018 Robert William Schlegel
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Please cite this manuscript in publications as: Schlegel, R. W., Oliver, E. C. J., Hobday, A. J., Albertus, S. J., (In Review). Detecting marine heatwaves with sub-optimal data. Frontiers in Marine Science, xxx(xxx), xxx, doi:xxx")
This reproducible R Markdown analysis was created with workflowr 1.1.1


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I am quite interested in several sports.
I like playing soccer and ultimate frisbee and also enjoy watching UFC.
The Ultimate Fighting Championship is an American mixed martial arts promotion company based in Las Vegas.
It is the largest MMA company in the world and features the highest-level fighters from around the world.
is a team sport played with a spherical ball between two teams of eleven players.
Soccer is played by 250 million players in at least 200 countries, making it the world's most popular sport.
I support Liverpool Football Club
The club has won 5 European Cups,3 UEFA Cups, 3 UEFA Super Cups, 18 League titles, 7 FA Cups,8 League Cups, 15 community shields.


1)
The background of this
page is amazing!
2)
Turn the doorknob to
open the door.
3)
The lifeguard saved the
drowning boy.
4)
Do you know his
password?
5)
The maid was cleaning
the storeroom.
6)
What are you doing over
the weekend?
7)
Is Peter trying to catch
the butterfly?
8)
The sailors swam to the
shore after the shipwreck.

10)
Tracy couldn’t find her
hairbrush.


Performs the calibration procedure proposed by Sung et al. (2018+) <arXiv:1806.01453>. This calibration method is particularly useful when the outputs of both computer and physical experiments are binary and the estimation for the calibration parameters is of interest.
| Version: | 0.1 |
| Depends: | R (≥ 2.14.1) |
| Imports: | GPfit, gelnet, kernlab, randtoolbox |
| Published: | 2018-07-20 |
| Author: | Chih-Li Sung |
| Maintainer: | Chih-Li Sung <iamdfchile at gmail.com> |
| License: | GPL-2 | GPL-3 |
| NeedsCompilation: | no |
| CRAN checks: | calibrateBinary results |
| Reference manual: | calibrateBinary.pdf |
| Package source: | calibrateBinary_0.1.tar.gz |
| Windows binaries: | r-devel: calibrateBinary_0.1.zip, r-release: calibrateBinary_0.1.zip, r-oldrel: calibrateBinary_0.1.zip |
| OS X binaries: | r-release: calibrateBinary_0.1.tgz, r-oldrel: calibrateBinary_0.1.tgz |
Please use the canonical form https://CRAN.R-project.org/package=calibrateBinary to link to this page.


BATMAN RETURNS A film review by Ken Johnson Copyright 1992 Ken Johnson
121 min., PG-13, Action, 1992 Director: Tim Burton Cast: Michael Keaton, Michelle Pfeiffer, Danny DeVito, Christopher Walken, Paul Reubens, Michael Gough, Pat Hingle, Michael Murphy, Vincent Schiavelli, Jan Hooks, Cristi Conaway
Gotham City is being plagued with violence and Batman (Michael Keaton) is called back for help. This time two new criminals are brought fourth, The Penguin (Danny DeVito), and the secretary with an attitude problem, The Catwoman (Michelle Pfeiffer). These two criminals try to bring down Batman to their level to get rid of him.
BATMAN RETURNS is an extremely good sequel to the original film, BATMAN, which is almost as good as the original. I feel that the director, Tim Burton, has yet again created a wonderful film, that will probably be loved by both children and adults. Where BATMAN RETURNS doesn't have all the characterization that BATMAN had, it does have more violence. On a scale of zero to five I give BATMAN RETURNS a five. BATMAN RETURNS is rated PG-13 for violence, adult situations, and explicit language.
Like in the original, Gotham City looks like the New York City of the future. It is filled with towering buildings, and as far as I can tell, has no trees. Gotham City doesn't look like the nicest place to live, but it is wonderfully designed. When I was watching this movie, I kept thinking of how much money must have gone into this city. The are also some stunning visual shot of the city which enhances the film more.
Like in the original, BATMAN RETURNS has a lot of characterization, although not as heavy as it was in the first, so creating a three dimensional criminal, instead of the one dimensional criminal portrayed in most movies. The reasons for why the criminal does what he does are explained, and overall creates a much more interesting movie.
BATMAN RETURNS easily ranks as one of the best ten sequels that I have seen. I hope that when BATMAN 3, which I am sure is already being worked on, is released that it will be as good as this one. Tim Burton seems to give Batman the touch that it needs, which unfortunately I haven't found with the other films by him that I have seen. BEETLEJUICE wasn't that good of a movie; PEE-WEE'S BIG ADVENTURE ... well, I think this one speaks for itself; and EDWARD SCISSORHANDS seemed to be missing something. I think that in Tim Burton's hands Batman has a lot of potential and I hope to see more of him soon.
This film will definitely lose a lot of its impact on video cassette. If you plan to see this movie, I highly suggest that you try to find a theater that is still playing it to view it. It is worth whatever price you have to pay.
Ken J<EMAIL_ADDRESS>.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Chat Disentanglement: A Reply Oriented Approach (Mehri and Carenini 2017)
This dataset was created with the goal of identifying direct reply relationships, and it therefore labels direct reply relationships between pairs of messages in a transcript.
The points below explain the format of the data.
To better understand the annotation procedure for this dataset, the annotation software has been open-sourced.
Contact me if you have any questions about the creation or usage of this dataset.


8 rotating taps provide the centerpiece of our program. Expect hard-to-find beers on draft and rare bottles in our stash. We seek out the interesting, from Trappist ales straight from Belgium to the latest from local upstarts making their mark on the industry. Check out our Beer Menu for all the refreshing details.


Ontology based local similarity functions for the KNN method.
They computes the following functions:
See Test11 for an example


Simply choose the collection you want a schema for and click Generate. The generated schema will be based on the fields and values of the currently published documents.
Once the schema is generated, click Copy to get some code that is ready-to-paste into your app.
The schema is persisted via localStorage, so it survives hard app refreshes, but the Clear button will remove the selected schema completely.
You can edit the schema the way you would edit a document in a collection and it is persisted in localStorage.
This package is designed so that you can modify documents (add/remove fields, change types, etc.), and press the Generate button again and the schema will be updated accordingly without any information being lost.


Other bibliographies are to be announced for specific x-risks, e.g., artificial intelligence or asteroid impact.
Publications predicted to be relevant by our Machine Learning (ML) model, but not yet assessed by humans and thus not yet in the non-ML bibliography


Upcomming Meetups
{% if meetups %}-
{% for meetup in meetups %}
-
{{ meetup.title }}
Created on: {{ meetup.created_on.date }}Venue: {{ meetup.venue }}
When: {{ meetup.when }}
Description: {{ meetup.description|slice:":400" }}...
Comments: {{ meetup.comments.count }}
{% if user.is_authenticated %} Edit Delete {% endif %}
{% endfor %}
No Meetups are available.
{% endif %}


From:Hayslett Rod To:Campos Kathy ; Geaccone Tracy Sent:2017-01-11T04:37:39.0000000Z Subject:FW: Segments
Please set up a meeting.
-----Original Message-----
From: Deville, Mike
Sent: Friday, September 14, 2001 11:23 AM
To: Dyson, Fernley; Deffner, Joseph; Brown, Bill W.; Lindholm, Tod A.; Hayslett, Rod; Lipshutz, Cheryl; Despain, Tim
Subject: Segments
As you know we are looking into new segments for Enron's reporting. Part of this exercise will be to look at adding to our disclosure in order to satisfy the
investment community and help them better understand Enron's business. One of the possible items of disclosure is net income on a segment basis. This
would involve the allocation of debt and therefore interest to the segments similar to what we do for ROE and capital charge calculations. Because this
could be reported we are taking a harder look at these allocations as we will need to be able to defend externally.
Although we will not be segmenting based on business units I would like to look at capital structures at the business unit level. This of course will be aggregated
up to the appropriate segment as they are determined. I am currently focusing on an estimated 12/31/2001 balance sheet for allocation purposes. This is our best
guess at what would report at year end. We are using the 7/31/2001 actual balance sheet as a starting point and rolling based on the 2nd current estimate turned in
by the business units and adding in any estimated transactions to occur between now and year end.
I would like to set up meetings with each business unit to discuss their theoretical capital structure and get your ideas sometime EARLY the week of Sept 17.
We will try to make a first pass based on each business units ability to service debt and reasonable credit ratios based on comparables. Please take time
to think about this and give me a call to arrange a time to meet. Thanks.
mike d
***********
EDRM Enron Email Data Set has been produced in EML, PST and NSF format by ZL Technologies, Inc. This Data Set is licensed under a Creative Commons Attribution 3.0 United States License <http://creativecommons.org/licenses/by/3.0/us/> . To provide attribution, please cite to "ZL Technologies, Inc. (http://www.zlti.com)."
***********
California


{% extends 'ps/email/base_email.html' %} {% block content %}
Your booking REF {{booking.confirmation_number}}, arrival {{booking.arrival|date:"d/m/Y"}} at {{booking.campground.name}}, {{booking.campground.park.name}} has been cancelled.
If we received an email from you notifying us of cancellation more than 28 days before your booking arrival date, 50% of the total fees paid will be refunded to the account used to make payment within 30 days.
View my Park Stay WA bookings {{my_bookings}}
{% endblock %}


{% extends "layout.html" %} {% block content %}
In marathon or ultra-marathon, there are always some moments we refuse to give up, but our body refuses to go on. Sometimes I got chafing on the inner thighs, sometimes I found my stomach upset, and began vomiting, sometimes I got a rolled ankle, sometimes I was under the risk of hypothermia. Blisters and black or missing toenails are something like a fashion statement and a badge of honor. I know it’s useless to complain at those moments. Give up on giving up and you will always find a way. All I could do is keep placing one foot in front of the other like a robot. Learning how to deal with things for which you don't prepare is a part of the challenge and fun, that you gained from a marathon or an ultra-marathon. Embracing the unexpected is one of things that make running so intriguing and so rewarding. Remember to look up at the star, not down at your feet. If you are going through hell, keep going. That is what my running belief is all about.


A collection of Enum values.
The Enums type is a collection of Enum values.
Returns a list of Enum values.
The GetEnums method returns a list of Enum values in the collection.
Gets an Enum by name.
The index operator returns an enum in the collection indexed by name.


5
.
Your Business Name
Put your slogan here.
Contact Us
This is the body text. This text will change.
Your Name:
Address:
Phone:
Email:
Comments:
© Copyright 2001. All rights reserved.


| randomProducedItems | List of item sets with weights. One item set is chosen randomly for production.
More info: https://openxcom.org/forum/index.php/topic,6867.msg109423.html#msg109423 |
- |
| spawnedPersonType | Allows to "manufacture" soldiers, scientists and engineers. More info here: https://openxcom.org/forum/index.php/topic,4187.msg78212.html#msg78212
Note: you can't use existing soldiers as "input" here, only items or prisoners. For transformation of existing soldiers (e.g. from normal humans to MECs), please use the Soldier Transformation functionality and ruleset. |
- |
| spawnedPersonName | When "manufacturing" a soldier, you can (optionally) specify also his/her name. | - |
Defines an article in the in-game UFOpaedia, listed in "ufopaedia:".
| Value | Description | Default |
|---|---|---|
| id | String ID of the article name. This must match the ID of the object associated with this article, if applicable. | required |
| title | String ID of the article title. If omitted, the id is used. | - |
| type_id | Type of this article:
In OXCE, the TFTD-style articles can also be used in UFO-based mods. |
required |
| section | String ID of the UFOpaedia section this article belongs to. | - |
| hiddenCommendation | If set on a Commendation article (determined by section), the article will remain hidden until the corresponding commendation is awarded to at least one soldier. | false |
| requires | List of topics (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start. | - |
| image_id | Filename of the background image displayed on this article, if applicable.
In OXCE:
|
- |
| text | String ID of the description displayed on this article.
In OXCE, you can use the {ALT} keyword to switch between primary and secondary color. |
- |
| text_width | Maximum width of the text displayed, only applicable to TextImage articles. | EU (0), TFTD (157) |
| rect_stats | Rectangle (x, y, width, height) of the stats text on the screen, only applicable to Craft articles. | - |
| rect_text | Rectangle (x, y, width, height) of the description text on the screen, only applicable to Craft articles.
In OXCE, it is also applicable to TextImage articles. |
- |
| weapon | String ID of the weapon, only applicable to Vehicle (HWP/SWS) articles. | - |
| pages | Configuration of additional pages for an article.
Example: - id: STR_PISTOL pages: - title: STR_PISTOL text: STR_PISTOL_UFOPEDIA ammoSlot: 0 # default for all pages - title: STR_PISTOL text: STR_PISTOL_UFOPEDIA_2 ammoSlot: 1 # ammo and attack types relevant for the second ammo slot (0 = first slot) - title: STR_PISTOL_UFOPEDIA_TITLE_3 text: STR_PISTOL_UFOPEDIA_3 |
Only one page using standard title and text. |
Defines a trajectory carried out by an UFO during an alien mission, listed in "ufoTrajectories:".
| Value | Description | Default |
|---|---|---|
| id | String ID of the trajectory name. | required |
| groundTimer | Amount of seconds for the UFO to spend on Ground waypoints. | 5 |
| waypoints | List of items defining the waypoints and flight segments for the UFO to traverse, defined as [zone, altitude, speed]. zone: Regional missionZone index (used to randomly generate the waypoint's coordinates).
speed: UFO speed as a percentage (0-100%) of its maximum speed. |
- |
Each trajectory has X flight segments and X+1 waypoints... please pause reading here and think for a while why that is the case.
The best explanation how the flight segments and waypoints are encoded in the ruleset is done via an example:
waypoints: - [A, B, C] - [D, E, F] - [G, H, I] - [J, K, L] - [M, N, P]
This example can be interpreted as:
This example contains 5 flight segments (AD, DD, DG, GJ and JM) and 6 waypoints (A, D, D, G, J and M).
Please note especially the second line, where zone D is targeted AGAIN, this happens automatically/internally and always on the second line.
Also, if any altitude (B, E, H, K or N) would be zero (0 = Ground), the UFO would first wait landed in the start zone for some time before taking off to the destination zone (at altitude 1 = Very Low).
Defines an alien mission carried out by UFOs on the Geoscape, listed in "alienMissions:".
| Value | Description | Default |
|---|---|---|
| type | String ID of the mission type. | required |
| points | Score allocated to aliens for successfully completing this mission. | 0 |
| waves | List of UFO waves to spawn as this mission progresses, as described below. | required |
| objective | Missions are split by objective:
|
0 |
| spawnUfo | UFO to spawn for retaliation. | - |
| spawnZone | Regional missionZone to use when spawning mission sites / alien bases. | -1 |
| missionWeights | Only works for alien retaliation missions spawned during dogfights. If your mod has multiple possible retaliation missions, the game chooses one randomly, but considering weights defined in this attribute. The weights are defined as a list of (month: weight) pairs. If nothing is specified, weight is 1 (for all months). | - |
| retaliationOdds | Probability (0-100%) that a UFO shot down while performing this mission will generate a Retaliation mission. | -1 |
| endlessInfiltration | Should an infiltration mission end after the first cycle (false) or continue indefinitely (true)? | true |
| despawnEvenIfTargeted | Should a mission site expire/despawn even if it is targeted by an xcom craft or not? | false |
| interruptResearch | Discovering this research topic interrupts the mission immediately. | - |
| siteType | Alien deployment to use when spawning mission sites / alien bases. If not specified, alienDeployment from Geoscape texture is used.
Note: for alien bases there is one more hardcoded fallback (STR_ALIEN_BASE_ASSAULT) if both deployments mentioned above are missing. |
- |
| raceWeights | List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by "number of months after game beginning". | required |
| operationType | From where does this mission operate?
Possible options:
More description for this and the following attributes here: https://openxcom.org/forum/index.php/topic,6557.msg104669.html#msg104669 |
0 |
| operationSpawnZone | The missionZone for spawning the operation base (if necessary), see above. | -1 |
| operationBaseType | The type of operation base to spawn (references alien deployment), see above. | - |
| targetBaseOdds | The odds of this mission targeting an xcom base. Works only for genMission spawned by an alien base. | 0 |
| regionWeights | The region distribution over game time. Works only for genMission spawned by an alien base. | - |
| Value | Description | Default |
|---|---|---|
| ufo | String ID of the UFO to spawn. | required |
| count | Number of UFOs to spawn. | 0 |
| trajectory | String ID of the trajectory for this UFO to use when entering Earth's atmosphere. | required |
| timer | How long after the previous wave should this wave arrive? (in minutes)
Notes:
|
0 |
| objective | true Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions. | - |
| hunterKillerPercentage | The chance (0-100%) to become a hunter-killer UFO upon spawning.
Possible options:
|
-1 |
| huntMode | Algorithm to use when prioritizing xcom targets.
Possible options:
|
-1 |
| huntBehavior | Algorithm to use when considering retreating from the dogfight.
Possible options:
|
-1 |
| escort | Does this wave escort/protect the previous wave(s)? | false |
| interruptPercentage | The chance (0-100%) to interrupt the alien mission when successfully shooting down a UFO from this wave.
Possible options:
|
0 |
MissionScripts determines how many missions are spawned each month.
| Value | Description | Default |
|---|---|---|
| type | Name of the script used for overwriting or deleting purposes. | required |
| firstMonth | Months this command runs on, 0 runs on startup of a new game | 0 |
| lastMonth | Do not run after this month. In this context we mean "run once". -1 denotes no limit. | -1 |
| label | A numeric label that can be used for conditional execution of commands. Each label should be unique within the command list (0=default no need for uniqueness). | 0 |
| conditionals | Defines the conditions that allows the execution of this command. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.
Commands that are not yet executed are always in failed state. |
- |
| missionWeights | The type of mission to spawn (omit to pick one from the alien strategy mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (i.e. terror sites) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul). | - |
| executionOdds | % chances of this command executing. | 100 |
| targetBaseOdds | % chances of this mission targeting a region containing an xcom base... instead of a random region (which CAN also contain an xcom base). | 0 |
| startDelay | Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used. | 0 |
| randomDelay | Additional randomized delay (in minutes). Total delay = startDelay + RNG(0, randomDelay) | 0 |
| raceWeights | List which can override established monthly race weights if desired. | - |
| regionWeights | List which can override established monthly region weights if desired. This will come into play only if the mission doesn't target an xcom base.
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied. |
- |
| minDifficulty | This command only applies to difficulty levels of this or above. | 0 |
| minScore | This command only applies if last month's rating was above this threshold. Not checked before first month. | -infinity |
| maxScore | This command only applies if last month's rating was below this threshold. Not checked before first month. | infinity |
| minFunds | This command only applies if the new month's funds are above this threshold. Not checked before first month. | -infinity |
| maxFunds | This command only applies if the new month's funds are below this threshold. Not checked before first month. | infinity |
| researchTriggers | A list of research topics that can influence the execution of this mission. For example
Several research triggers can be combined and for the mission to appear all must be fulfilled. |
- |
| itemTriggers | A list of items that can influence the execution of this script. Similar to research triggers; checks the presence of items in the base stores (not anywhere else). | - |
| maxRuns | This mission type can only execute this number of times, -1 for infinite. | -1 |
| avoidRepeats | This is used to ensure different coordinates for this mission. It means "store an array of x previous coordinates, and don't use them again". | 0 |
| varName | This is an internal variable name, used for tracking maxRuns and avoidRepeats. | - |
| useTable | Check if this mission type appears in the mission tables. If true remove it from there.
Note: this is used for "classic approach" (before mission scripts existed), where missions were pre-generated at the beginning of the campaign in alien strategy table and removed from there one by one to avoid repetitions. |
true |
Relevant ruleset files for editing alien missions of "mission site" type (e.g. terror sites):
ArcScripts determine high-level game progression. They are executed just before the monthly MissionScripts.
Technically they are just "time-triggered research discoveries". More info: https://openxcom.org/forum/index.php/topic,7125.0.html
| Value | Description | Default |
|---|---|---|
| type | Name of the arc script used for overwriting or deleting purposes. | required |
| sequentialArcs | The names of research topics to be "discovered", each month 0 or 1, processed sequentially. | - |
| randomArcs | The names and weights of research topics to be "discovered", each month 0 or 1, chosen randomly considering weights. | - |
| firstMonth | Months this command runs on, 0 runs on startup of a new game. | 0 |
| lastMonth | Do not run after this month. -1 denotes no limit. | -1 |
| executionOdds | % chances of this command executing. | 100 |
| maxArcs | Maximum number of arcs this command can generate (together during the whole game), -1 for infinite. | -1 |
| minDifficulty | This command only applies to difficulty levels of this or above. | 0 |
| maxDifficulty | This command only applies to difficulty levels of this or below. | 4 |
| minScore | This command only applies if last month's rating was above this threshold. Not checked before first month. | -infinity |
| maxScore | This command only applies if last month's rating was below this threshold. Not checked before first month. | infinity |
| minFunds | This command only applies if the new month's funds are above this threshold. Not checked before first month. | -infinity |
| maxFunds | This command only applies if the new month's funds are below this threshold. Not checked before first month. | infinity |
| researchTriggers | A list of research topics that can influence the execution of this script. For example
Several research triggers can be combined and all must be fulfilled. |
- |
| itemTriggers | A list of items that can influence the execution of this script. Similar to research triggers; checks the presence of items in the base stores (not anywhere else). | - |
Possible usage, for inspiration:
EventScripts determine when custom geoscape events occur. They are executed just after the monthly MissionScripts.
More info: https://openxcom.org/forum/index.php/topic,7215.msg116753.html#msg116753
| Value | Description | Default |
|---|---|---|
| type | Name of the event script used for overwriting or deleting purposes. | required |
| oneTimeSequentialEvents | The list of one time sequential events to spawn. First not-previously-generated event is spawned. | - |
| oneTimeRandomEvents | The list of one time events to spawn. One random not-previously-generated event is spawned. Weights are considered. | - |
| eventWeights | The type of events to spawn. These are split into monthly chunks, and can contain multiple entries including weighted odds. | - |
| firstMonth | Months this command runs on, 0 runs on startup of a new game. | 0 |
| lastMonth | Do not run after this month. -1 denotes no limit. | -1 |
| executionOdds | % chances of this command executing. | 100 |
| minDifficulty | This command only applies to difficulty levels of this or above. | 0 |
| maxDifficulty | This command only applies to difficulty levels of this or below. | 4 |
| minScore | This command only applies if last month's rating was above this threshold. Not checked before first month. | -infinity |
| maxScore | This command only applies if last month's rating was below this threshold. Not checked before first month. | infinity |
| minFunds | This command only applies if the new month's funds are above this threshold. Not checked before first month. | -infinity |
| maxFunds | This command only applies if the new month's funds are below this threshold. Not checked before first month. | infinity |
| researchTriggers | A list of research topics that can influence the execution of this script. For example
Several research triggers can be combined and all must be fulfilled. |
- |
| itemTriggers | A list of items that can influence the execution of this script. Similar to research triggers; checks the presence of items in the base stores (not anywhere else). | - |
Defines a Geoscape event that pops up, gives the player some background info and awards funds, score, items and/or research, listed in "events:".
More info: https://openxcom.org/forum/index.php/topic,7215.msg116753.html#msg116753
| Value | Description | Default |
|---|---|---|
| name | String ID of the event name. Use {0} placeholder (in the actual translation) for region/city name. | required |
| description | String ID of the event description. Use {0} placeholder (in the actual translation) for region/city name. | - |
| background | String ID of the background image to use in the window when this event pops up on the Geoscape. | BACK13.SCR |
| music | String ID of the music to play when this event pops up on the Geoscape. | - |
| regionList | List of regions, where this event can occur. The region name can be a part of the event name and/or description. | - |
| city | Whether or not the event occurs in a random city (of the given region(s)). The city name can be a part of the event name and/or description. | false |
| points | How many score/rating points are awarded to xcom when this event pops up. If there is a region, points are awarded to that region's activity, otherwise to the research score. | 0 |
| funds | How much money is awarded to xcom when this event pops up. | 0 |
| everyItemList | A list of item IDs. When this event pops up they are all transferred to the HQ (within 1 hour). | - |
| everyMultiItemList | A list of item IDs and their quantities. When this event pops up they are all transferred to the HQ (within 1 hour). | - |
| randomItemList | A list of item IDs. When this event pops up one of them is selected randomly and transferred to the HQ (within 1 hour). | - |
| weightedItemList | A weighted list of item IDs. When this event pops up one of them is selected randomly (respecting given weights) and transferred to the HQ (within 1 hour). | - |
| researchList | A list of research topic IDs. One (from the not-yet-discovered) is randomly selected when this event pops up and granted for free. | - |
| interruptResearch | String ID of a research topic that will prevent (an already generated/scheduled) event from popping up. | - |
| timer | Number of minutes (after generation) after which the event should pop up. Minimum is 60. Should be a multiple of 30. | 60 |
| timerRandom | Additional random timer in minutes. Total delay = timer + RNG(0, timerRandom). | 0 |
This is a list of alien Tech Levels, listed in "alienItemLevels:".
Each line in the list corresponds to the Tech Level for one game month (first line is for the first month, second line for second month, etc.). The game will use the most recent available line in the event the game goes on forever (and there are not enough lines defined).
Each line contains item set probabilities, with a number between 0 and 2 representing an item set (from plasma pistols to heavy plasmas, as defined in the deployments), expressing a 10% probability for that item set being used.
For example:
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]
would represent a 60% chance for pistols, 30% for rifles and 10% for heavy weapons.
Note that the order does not matter, but the length DOES. Each line MUST have exactly 10 digits.
If the above is still confusing, here's more explanation:
Just in case: you can use more (or less) than 3 item sets (0, 1, 2), but you will need to modify all the alien deployments accordingly too!
Adds or replaces sprites in an existing X-COM image file, listed in "extraSprites:".
VERY IMPORTANT:
| Value | Description | Default |
|---|---|---|
| type | Name of the original sprite/spritesheet to modify or new sprite/spritesheet to create. | required |
| typeSingle | Alternative to type, used for defining single sprites with less verbose ruleset. Changes the default value for singleImage to true. | - |
| files | List of the new sprites to add/replace, listed as spriteID: filepath. | - |
| fileSingle | Alternative to files, used for defining single sprites with less verbose ruleset. | - |
| width | Width of the whole sprite/spritesheet in pixels. | 320 |
| height | Height of the whole sprite/spritesheet in pixels. | 200 |
| singleImage | Is the image file just a single sprite (true) or a spritesheet (false)? | false |
| subX | Width of the subdivision in pixels. If a subdivision is specified, then the image file (a spritesheet) is divided into chunks (sprites). | 0 |
| subY | Height of the subdivision in pixels. If a subdivision is specified, then the image file (a spritesheet) is divided into chunks (sprites). | 0 |
Example:
- type: GIANTBUNNY.PCK width: 32 height: 40 files: 0: Resources/Bunny/Bunny00.png 1: Resources/Bunny/Bunny01.bmp 2: Resources/Bunny/Bunny02.gif
Another example: (takes advantage of the ability to drop numerous images into a single folder that will then behave like a spritesheet)
- type: GIANTBUNNY.PCK width: 32 height: 40 files: 0: Resources/Bunny/sprite/
Files within the specified folder should be numbered sequentially from the number defined above. "0" in this case.
Since Q2/2019, it is officially not possible to use negative sprite and sound indices (both in OXC and OXCE).
The xcom1 terror weapons (their bigobs) have been moved to positive indices as follows:
Similar mapping was done also for xcom2 terror weapons.
If you were using these bigobs in your mod, you have 2 options how to fix it:
items: - type: STR_MY_CUSTOM_SECTOPOD_WEAPON bigSprite: { mod: xcom1, index: 60 }
This example shows how to access sprite number 60 from xcom1 mod. There is also a special keyword master, which allows you to access the master mod. The following example is equivalent to the previous example:
items: - type: STR_MY_CUSTOM_SECTOPOD_WEAPON bigSprite: { mod: master, index: 60 }
Disclaimer: please be careful when addressing other mods than your own, the mod authors may decide to change their numbering at any time, rendering your references incorrect. Using this feature for anything else than addressing xcom1/xcom2 terror weapons is at your own risk.
To make the ruleset smaller and easier to read, you can use the following alternative way of defining single sprites.
Standard method:
- type: SpriteName
singleImage: true
files:
0: Resources/MyImage.png
Alternative method:
- typeSingle: SpriteName
fileSingle: Resources/MyImage.png
Notice how only 2 lines are needed instead of 4; and the beginning of both values is nicely aligned.
FIXME: add info about reserved names in OpenXcom too.
OXCE adds several new sprites and spritesheets with pre-defined names, that serve various purposes. Most of these sprites are "empty" by default and not used. But modders have the option to define these sprites and activate extra functionality behind them.
Below is the list of new sprites and spritesheets (FIXME: add description and links/examples):
Adds or replaces sounds in an existing X-COM sound file, listed in "extraSounds:".
| Value | Description | Default |
|---|---|---|
| type | ID of the original sound file to modify:
|
required |
| files | List of the new sounds to add/replace, listed as soundID: filepath. | - |
Example:
- type: BATTLE.CAT files: 55: Resources/Sounds/sample.wav
When using .wav files, please pay attention to the file format!
OpenXcom should work fine with:
Custom music options can be defined in the Music.rul file. More details here.
| Value | Description | Default |
|---|---|---|
| type | Name of the music track. | required |
| catPos | The track's index in the catalog (CAT) file. Only relevant for music stored in CAT files, obviously. | - |
| normalization | The track's normalization level. Only relevant for music stored in CAT files. | 0.76 |
Adds or replaces text strings in an existing OpenXcom language file, listed in "extraStrings:".
| Value | Description | Default |
|---|---|---|
| type | Filename of the original language file to modify (without file extension). | required |
| strings | List of the new strings to add/replace, listed as stringID: text. | - |
Example:
- type: en-US strings: STR_SNIPER_RIFLE: Sniper Rifle STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip - type: en-GB strings: STR_SNIPER_RIFLE: Sniper Rifle STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip - type: de strings: STR_SNIPER_RIFLE: Scharfschützengewehr STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition - type: ru strings: STR_SNIPER_RIFLE: Снайперская винтовка STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке
Did you know?
Defines various properties (most notably colors) and behavior of OpenXcom UI screens, listed in "interfaces:".
| Value | Description | Default |
|---|---|---|
| type | Name of the interface. Each OpenXcom screen has a unique corresponding interface. | required |
| palette | Name of the palette (e.g. PAL_BASESCAPE) to be used for this screen. Not all screens support this. | - |
| parent | Name of the parent interface (from which some attributes are inherited).
For example research/manufacture screens have a hierarchy of screens opening on top of each other. |
- |
| music | Music to play when the corresponding screen is opened. | - |
| sound | Sound effect (from GEO.CAT) to play when the corresponding screen is opened. | -1 |
| backgroundImage | Background image for the corresponding screen. | - |
| elements | List of detailed definitions for various elements on the screen (window, text, buttons, lists, etc.). See below. | - |
| Value | Description | Default |
|---|---|---|
| id | Name of the interface element. | required |
| size | Some elements have configurable size. Defined as [width, height]. | - |
| pos | Some elements have configurable position. Defined as [x, y], where x<320 and y<200. | - |
| color | Most elements have configurable primary color (0-255). Elements called palette only have range between 0-15 (palette offsets). | - |
| color2 | Some elements have configurable alternative/secondary color (0-255). | - |
| border | Some elements have configurable border/tertiary color (0-255). | - |
| custom | A generic-purpose attribute.
Currently used only for inventory interface, specifies which stats are displayed. |
0 |
| TFTDMode | Is used in TFTD for inversion behavior in some elements, mostly buttons. | - |
Tip: which elements support which attributes can be determined by inspecting the vanilla xcom1/xcom2 ruleset.
Statstrings are used to automatically rename soldiers. They are case-sensitive and processed in the order in which they are specified. Processing is stopped either at the end of the list, or when a first rule with a name longer than 1 character (e.g. "Snpr") matches.
| Value | Description | Default |
|---|---|---|
| string | String to add to name. | required |
| psiStrength psiSkill |
One or more stat ranges are AND-ed together to find a match.
Each range has a format [min, max]. Use YAML standard tilde (~) to indicate empty value (interpreted as 0 for min and as 255 for max). |
- |
| melee psiTraining |
New attributes (only available in OpenXcom). | - |
| manaPool | New attribute (only available in OXCE). | - |
Example:
statStrings: - string: "x" psiStrength: [~, 30] - string: "P" psiStrength: [80, ~] - string: "p" psiStrength: [60, 79] - string: "K" psiSkill: [60, ~] - string: "k" psiSkill: [30, 59] - string: "b" bravery: [60, ~] - string: "c" bravery: [~, 10] - string: "w" strength: [~, 25] - string: "Snpr" firing: [60, ~] reactions: [60, ~] - string: "M" firing: [70, ~] - string: "m" firing: [60, 69] - string: "Sct" reactions: [50, ~] tu: [60, ~] - string: "R" reactions: [60, ~] - string: "r" reactions: [50, 59]
Defines a video playlist or a slideshow sequence, listed in "cutscenes:".
| Value | Description | Default |
|---|---|---|
| type | String ID of the cutscene. | required |
| winGame | Whether or not the cutscene ends the game with victory.
More info about multiple game endings: https://openxcom.org/forum/index.php/topic,7476.0.html |
false |
| loseGame | Whether or not the cutscene ends the game with defeat. | false |
| useUfoAudioSequence | Whether to use the audio sequence for the original UFO intro movie. This should only ever be set to true for the UFO intro. | false |
| videos | A list of video filenames to play with the FLC player. Required if this cutscene is a video playlist. | - |
| audioTracks | A list of audio filenames to play along the videos specified in videos. Optional. | - |
| slideshow | Info for playing a slideshow (see below). Required if this cutscene is a slideshow. | - |
| Value | Description | Default |
|---|---|---|
| transitionSeconds | The number of seconds to wait before automatically transitioning to the next slide. The user can always force a transition by a mouse click. | 30 |
| musicId | The ID of the music to play. | - |
| slides | List of slide data elements (see below). | required |
| Value | Description | Default |
|---|---|---|
| imagePath | The path to the image file to display in the background.
Note: the palette for the slide is taken directly from the image, so the caption text color will be determined by the image palette. |
required |
| caption | The string ID of the caption text. | - |
| captionSize | The size of the text box, in pixels, in which to display the caption. | [320, 200] |
| captionPos | The screen position at which to display the caption. | [0, 0] |
| captionColor | The palette index to use for the caption color. | required |
| transitionSeconds | Override for transitionSeconds from Slideshow Data, so that each slide can have a different value. | 0 |
| captionAlign | The horizontal text alignment for the caption text. Possible values: 0 = left, 1 = center, 2 = right. | 0 |
The following ruleset doesn't belong into any category/hierarchy, it's just standalone settings you can put into any file, on the top level. It mostly contains constants that were deemed worthy making moddable.
In vanilla ruleset files, these are located in vars.rul and in difficulty.rul.
| Value | Description | Default |
|---|---|---|
| fontName | Name of *.dat file, placed in Language folder, which describes used font collection. | Font.dat |
| disableUnderwaterSounds | Redirects the game to BATTLE.CAT whenever it would want to access BATTLE2.CAT, i.e. underwater sounds will be the same as surface sounds.
Hint: a debug option for people working on hybrid UFO/TFTD mods to (for the time being) prevent crashes on missing sounds. |
false |
| enableUnitResponseSounds | Enables/disables unit response sounds.
More info: https://openxcom.org/forum/index.php/topic,7371.0.html |
false |
| unitResponseSoundsFrequency | Sets the probabilities of unit response sounds being played (each time). First number is for "select unit" sound, second for "start moving" sound, third for "select weapon" sound and fourth for the "annoyed" sound. | [100, 100, 100, 20] |
| unitResponseSounds | Custom unit response sounds per individual soldier name... when soldier type/armor/gender is just not RPG enough :) Hardcore.
More info: https://openxcom.org/forum/index.php/topic,7371.0.html Syntax: unitResponseSounds: - name: Starving Poet selectUnitSound: [200, 201, 202, 203, 204] startMovingSound: [210, 211, 212, 213] selectWeaponSound: [220, 221, 222, 223] annoyedSound: [230, 231, 232, 233] - name: Ivan Dogovich selectUnitSound: [300, 301, 302, 303, 304, 305] startMovingSound: [310, 311, 312, 313] selectWeaponSound: [320, 321, 322, 323] annoyedSound: [330, 331, 332, 333, 334, 335] |
- |
| baseNamesFirst baseNamesMiddle |
Data for the random base name generator. baseNamesMiddle and baseNamesLast are optional. Example:
baseNamesFirst: - Big - Huge - Large - Stinky baseNamesMiddle: - Rat - Pirate baseNamesLast: - Bay - Port - Haven - Tavern |
- |
| operationNamesFirst operationNamesLast |
Data for the random operation name generator. operationNamesLast is optional. Example:
operationNamesFirst: - Blind - Burning - Cold - Dark - Devil's - Enduring - Fallen operationNamesLast: - Blade - Dream - Future - Justice - Rain - Star - Thunder |
- |
| Value | Description | Default |
|---|---|---|
| startingTime | Specifies the date and time at the beginning of the game. | Friday 1.1.1999 12:00:00 |
| initialFunding | Amount of money (in thousands of dollars) the player starts with. | 0 |
| monthlyRatings | A list of monthly ratings. Each item contains a minimum required score and a corresponding String ID of the rating. Example:
monthlyRatings: 5000: STR_MT_RATING_AMAZING 2000: STR_MT_RATING_PERFECT 1000: STR_MT_RATING_VERY_GOOD 500: STR_MT_RATING_GOOD 250: STR_MT_RATING_OK 0: STR_MT_RATING_MEH -350: STR_MT_RATING_BAD -99999: STR_MT_RATING_TERRIBLE |
- |
| performanceBonusFactor | Defines whether the player receives a financial bonus based on the monthly score. If set for example to 1000 and monthly score is 650, the player receives an extra $650000. In case of a negative monthly score, there is no penalty. | 0 |
| customTrainingFactor | Additional RNG for stat improvement using martial/combat training facilities. Can be used to slow down training (cannot speed it up). If set for example to 20, the training speed will be five times slower than normal (i.e. training at 20% speed). | 100 |
| psiUnlockResearch | In OpenXcom, this is set to Psi-Lab requirements (i.e. the building with psiLabs > 0). In OXCE, you can set a different research topic to allow Psi screening (using the Psi-Strength Evaluation advanced option) before the actual Psi training (in Psi Labs) is possible. | - |
| allowCountriesToCancelAlienPact | If enabled, XCOM can convince countries that left the XCOM project to come back... by destroying the alien base that was created when the aliens signed a pact with a given country. | false |
| buildInfiltrationBaseCloseToTheCountry | If enabled, alien infiltration bases will be built in or near the infiltrated country (as opposed to anywhere in the whole region). | false |
| chanceToStopRetaliation | If an XCOM base is found and a battleship sent to attack it is shot down by base defense facilities, aliens will keep sending new battleships forever. This setting defines a chance that they reconsider their decision and stop sending more battleships. | 0 |
| lessAliensDuringBaseDefense | If enabled, less aliens will spawn in base defense missions, roughly proportional to damage dealt to the invading UFO. At least one alien of each rank is guaranteed to spawn. | false |
| gameOver | A list of cutscene names for special events. More info: https://openxcom.org/forum/index.php/topic,7476.msg117830.html#msg117830
gameOver: loseMoney: loseGame # cutscene ID that should be played when the player loses due to poor economy management loseRating: loseGame # cutscene ID that should be played when the player loses due to poor rating loseDefeat: loseGame # cutscene ID that should be played when the player loses the last base |
<= |
| Value | Description | Default |
|---|---|---|
| timePersonnel | Time (in hours) it takes for newly hired personnel to arrive at a base. | 0 |
| costEngineer | Monthly salary of a single engineer (in dollars). Please note that hiring cost is twice as much. | 0 |
| costHireEngineer | Cost of hiring a single engineer. If not specified (0), it costs twice as much as the monthly salary. | 0 |
| costScientist | Monthly salary of a single scientist (in dollars). Please note that hiring cost is twice as much. | 0 |
| costHireScientist | Cost of hiring a single scientist. If not specified (0), it costs twice as much as the monthly salary. | 0 |
| soldiersPerSergeant | How many soldiers (of any rank) are required to unlock a new sergeant promotion. | 5 |
| soldiersPerCaptain | How many soldiers (of any rank) are required to unlock a new captain promotion. | 11 |
| soldiersPerColonel | How many soldiers (of any rank) are required to unlock a new colonel promotion. | 23 |
| soldiersPerCommander | How many soldiers (of any rank) are required to unlock the commander promotion. There can be only one commander at a time. | 30 |
| shortRadarRange | The maximum radar range still considered as short (for [Base Info] screen purposes). If not specified (0), the smallest range from all radar facilities is used. | 0 |
| useCustomCategories | Should custom item categories be used in Buy/Sell/Transfer screens? If not, default OpenXcom categories (Craft Armament, Equipment, Components, Aliens) are used. | false |
| shareAmmoCategories | If enabled, firearms will "inherit" the categories of their ammo (only the available ammo counts). Affected are: 1/ Craft Equipment screen and 2/ Starting conditions (allowed/disabled item categories). Not affected: Buy/Sell/Transfer screens. | false |
| maxLookVariant | The maximum supported lookVariant (0-63) used in [Change Soldier Avatar] dialog. | 0 |
| flagByKills | OXCE allows to display flags next to soldier names, based on their nationality (resp. based on the name pool from which their name was chosen). If this setting is used, the flag will depend on the number of kills from soldier's diary instead.
flagByKills: [10,20,30] Example above means:
|
- |
| alienInventoryOffsetX | Hand slots of the "alien inventory" (inventory accessible via Middle-button-click) will be shifted to the right by this much. | 80 |
| alienInventoryOffsetBigUnit | Hand slots of the "alien inventory" (inventory accessible via Middle-button-click) will be shifted away from each other by this much for 2x2 units. | 32 |
| Value | Description | Default |
|---|---|---|
| drawEnemyRadarCircles | When should the alien UFO (hunter-killer) and alien base radar ranges be drawn? Possible options:
|
1 |
| pilotAccuracyZeroPoint | Average firing accuracy for a pilot (where the accuracy bonus is 0%). | 55 |
| pilotAccuracyRange | The firing accuracy impact (as a percentage of the distance to the zero point) on the pilot's aim in dogfights. | 40 |
| pilotReactionsZeroPoint | Average reactions for a pilot (where the dodge bonus is 0%). | 55 |
| pilotReactionsRange | The reactions impact (as a percentage of the distance to the zero point) on the pilot's dodge ability in dogfights. | 60 |
| pilotBraveryThresholds | The pilot's bravery needed for [Very Bold, Bold, Normal] approach speed during dogfights. If neither is reached, approach speed is Cowardly. | [90, 80, 30] |
| showDogfightDistanceInKm | Should the distance between the craft and a UFO be shown in kilometers (true) or in vanilla units (false)? Vanilla units equal to 8-times the distance in kilometers. | false |
| ufoGlancingHitThreshold | The threshold for defining a glancing hit on a UFO during interception. Defined as a percentage of damage needed to shoot it down (i.e. half of damageMax). | 0 |
| ufoBeamWidthParameter | The parameter for drawing the width of a UFO's beam weapon based on power. The width of the beam in pixels will be weapon power divided by this parameter, but at least 3 pixels. For example if the weapon power is 250 and parameter is 50, the beam size in pixels will be 5. | 1000 |
| ufoTractorBeamSizeModifiers | The modifiers to a tractor beam's power based on a UFO's size.
ufoTractorBeamSizeModifiers: - 400 # very small, tractor beams are 400% or 4x as effective - 200 - 100 - 50 - 25 # very large, tractor beams are 25% or 1/4x as effective |
[400, 200, 100, 50, 25] |
| hunterKillerFastRetarget | If enabled, the UFO hunter-killers can reconsider their target every 5 seconds on low game speeds (5sec/1min) and every 10 minutes on all other game speeds. If disabled, it is only every 10 minutes on all game speeds. | true |
| escortRange | Range (in nautical miles) in which the craft is considered to be escorted by a nearby craft. | 20 |
| escortsJoinFightAgainstHK | Should craft escorts join the fight against HK automatically (true)? Or is only fighting one-on-one allowed (false)? | true |
| crewEmergencyEvacuationSurvivalChance | The chance of soldiers (that are not pilots) surviving craft destruction by a UFO hunter-killer (jumping out with a parachute). | 100 |
| pilotsEmergencyEvacuationSurvivalChance | The chance of pilots surviving craft destruction by a UFO hunter-killer (emergency seat ejection). | 100 |
| Value | Description | Default |
|---|---|---|
| pediaReplaceCraftFuelWithRangeType | What type of information should be shown in craft articles for the fuel capacity/range? Possible options:
|
-1 |
| hidePediaInfoButton | Show the INFO button (where applicable) or not? | false |
| extraNerdyPediaInfo | Display extra item info (accuracy modifier and power bonus) in the main pedia article or not? | false |
| Value | Description | Default |
|---|---|---|
| alienFuel | Name of an item representing alien fuel and a quantity to recover from a single fuel cell. Format: [name, quantity]. | [-, -] |
| baseDefenseMapFromLocation | Whether or not to load additional base defense terrain from globe texture. 0 = no, 1 = yes.
More info: https://openxcom.org/forum/index.php/topic,5108.0.html |
0 |
| lighting | Configuration of light propagation:
Defaults: lighting: enhanced: 0 maxStatic: 16 #Careful, affects overall game performance! maxDynamic: 24 #Careful, affects overall game performance! |
<= |
| maxViewDistance | Maximum view distance (in tiles). If you want to use bigger/custom view distances (in general, or per armor), you need to set this variable to the maximum of all view distances you're using.
VERY IMPORTANT: Although optimized (in OXCE) a lot compared to OpenXcom, this setting still has huge impact on game performance! The performance decrease is exponential, i.e. changing value from 20 to 40 doesn't decrease the performance only by a factor of 2, but much much more. Recommended maximum value is up to 30. If you're willing to sacrifice game performance you can go up to 40. Above 40, it's unplayable. |
20 |
| maxDarknessToSeeUnits | The threshold of shade/darkness for LoS calculation. Shade ranges (for value set to 9):
|
9 |
| noLOSAccuracyPenaltyGlobal | A global default value for accuracy penalty (in percent), when shooting at a unit or tile outside of LoS (line of sight). Can be overridden per weapon. | -1 |
| kneelBonusGlobal | A global default value for accuracy bonus, when kneeling. Can be overridden per weapon. 115 means 15% bonus (100+15). | 115 |
| oneHandedPenaltyGlobal | A global default value for accuracy penalty, when using a two-handed weapon with just one hand. Can be overridden per weapon. 80 means 20% penalty (100-20). | 80 |
| enableCloseQuartersCombat | Whether or not CQC (close quarters combat) feature should be enabled. 0 = no, 1 = yes. | 0 |
| closeQuartersAccuracyGlobal | A global default "accuracy" value for CQC check. Can be overridden per weapon.
FIXME: add a full example of CQC check, with all variables included. |
100 |
| closeQuartersTuCostGlobal | Amount of time units the target unit (victim) needs to have to be able to perform CQC. If CQC is triggered, TUs will be also spent. If CQC is not triggered, TUs will not be spent. | 12 |
| closeQuartersEnergyCostGlobal | Amount of energy the target unit (victim) needs to have to be able to perform CQC. If CQC is triggered, energy will be also spent. If CQC is not triggered, energy will not be spent. | 8 |
| tooMuchSmokeThreshold | A technical parameter, which you may want to change if you want to be able to (always) extinguish fire from map tiles using smoke.
More info: https://openxcom.org/forum/index.php/topic,4057.msg59352.html#msg59352 |
10 |
| hiddenMovementBackgrounds | A list of sprites for "Hidden Movement" backgrounds. Chosen randomly at the beginning of a mission. Purely cosmetic. | - |
| showFullNameInAlienInventory | A global default value for showing unit name (true) or unit race (false) in the [Alien Inventory] screen. Can be overridden per unit type. | false |
| destroyedFacility | A global default value defining a special "rubble" facility that remains after a normal facility is destroyed (during base defense or via alien missile attacks/bombardment). Must have size 1. Can be overridden per facility type. | - |
| giveScoreAlsoForResearchedArtifacts | Whether the game awards score (in Debriefing) also for researched alien artifacts (true) or only for not yet researched artifacts (false). | false |
| missionRatings | A list of mission ratings. Each item contains a minimum required mission score and a corresponding String ID of the rating. Example:
missionRatings: 2000: STR_MS_RATING_HOLY_COW 1000: STR_MS_RATING_AMAZING 750: STR_MS_RATING_PERFECT 500: STR_MS_RATING_VERY_GOOD 350: STR_MS_RATING_GOOD 150: STR_MS_RATING_OK 0: STR_MS_RATING_MEH -200: STR_MS_RATING_BAD -350: STR_MS_RATING_WORSE -500: STR_MS_RATING_TERRIBLE -1000: STR_MS_RATING_DISASTER -99999: STR_MS_RATING_EPIC_FAIL |
- |
| statisticalBulletConservation | If enabled, there's a chance to recover a full clip depending on how much ammo has remained. | false |
| stunningImprovesMorale | If enabled, stunning enemies improves morale in a similar way killing an enemy does.
More info: https://openxcom.org/forum/index.php/topic,7439.0.html |
false |
| tuRecoveryWakeUpNewTurn | Percentage of max TU that should be given to a unit that wakes up from unconsciousness at a beginning of a new turn. | 100 |
| Value | Description | Default |
|---|---|---|
| mana | Global switches to turn mana GUI and features on/off.
More info: https://openxcom.org/forum/index.php/topic,7241.0.html Example: mana: enabled: false battleUI: false unlockResearch: STR_SORCERY # empty by default trainingPrimary: false trainingSecondary: false replenishAfterMission: true |
see example |
| Value | Description | Default |
|---|---|---|
| minReactionAccuracy | Minimum firing accuracy for reaction fire. Used to prevent AI making shots that are unlikely to hit, which only makes them waste ammo and TUs. Instead they could wait until the target comes closer or shoot at another target. | 0 |
| turnAIUseGrenade | Defines a turn, from which the aliens are allowed to use grenades. | 3 |
| turnAIUseBlaster | Defines a turn, from which the aliens are allowed to use waypoint-based weapons. | 3 |
| ai.useDelayBlaster | Alias for turnAIUseBlaster. | 3 |
| ai.useDelayFirearm | Defines a turn, from which the aliens are allowed to use firearms. | 0 |
| ai.useDelayGrenade | Alias for turnAIUseGrenade. | 3 |
| ai.useDelayMelee | Defines a turn, from which the aliens are allowed to use melee weapons. | 0 |
| ai.useDelayPsionic | Defines a turn, from which the aliens are allowed to use psi amps.
Example: ai: useDelayBlaster: 3 useDelayFirearm: 1 useDelayGrenade: 1 useDelayMelee: 1 useDelayPsionic: 2 |
0 |
| ai.fireChoiceIntelCoeff ai.fireChoiceAggroCoeff |
More info here: https://openxcom.org/forum/index.php/topic,5679.0.html | 5 5 |
| ai.extendedFireModeChoice ai.respectMaxRange |
More info here: https://openxcom.org/forum/index.php/topic,5980.0.html | false false |
| ai.destroyBaseFacilities | More info here: https://openxcom.org/forum/index.php/topic,6663.0.html | false |
| ai.pickUpWeaponsMoreActively | More info here: https://openxcom.org/forum/index.php/topic,6882.0.html | false |
| Value | Description | Default |
|---|---|---|
| surrenderMode | Allows enemies to surrender (they will be taken as prisoners). Possible options:
In all 3 cases, enemies marked as "auto surrender" are not checked and count as surrendered. |
0 |
| bughuntMinTurn | Earliest turn on which the "bughunt mode" can be activated. Once activated, it won't be turned off (except on multi-stage missions). During bughunt mode, you can see all remaining enemies on the minimap. | 999 |
| bughuntMaxEnemies | Maximum amount of active enemies for bughunt mode to trigger. | 2 |
| bughuntRank | If VIPs are still active, bughunt won't trigger. Possible options:
|
0 |
| bughuntLowMorale | Defines a threshold for "low morale". | 40 |
| bughuntTimeUnitsLeft | Defines a threshold for "too much TUs".
If a unit doesn't have any weapon (in both hands) or if a unit has "low morale" or if a unit has "too much TUs" (i.e. cannot/doesn't move for whatever reason)... it counts as powerless and bug hunt can be activated. If there is still a unit that is not powerless, bug hunt won't be activated. |
60 |
| Value | Description | Default |
|---|---|---|
| startingDifficulty | Pre-selected difficulty when starting a new game. Possible options:
|
0 |
| difficultyCoefficient | Difficulty coefficients (per 5 game difficulty levels) affecting various game mechanics, for example:
|
[0, 1, 2, 3, 4] |
| difficultyBasedRetaliationDelay | Defines a delay (in months, per difficulty level) for spawning retaliation missions after dogfights. If the campaign is still in the "protected period", retaliation missions won't spawn. This can be used to prevent unlucky base defense missions in early game for beginners.
Note: does not affect regularly spawned retaliation missions (via monthly mission script), nor alien base gen/hunt missions. |
[0, 0, 0, 0, 0] |
| aimAndArmorMultipliers | Affects armor values and firing accuracy of aliens for different difficulty levels. | [0.5, 1.0, 1.0, 1.0, 1.0] |
| statGrowthMultipliers | Affects unit stats of aliens for different difficulty levels. | - |
| defeatScore | Monthly score threshold for losing the game on Beginner difficulty. Other difficulties have different thresholds, affected by difficultyCoefficient. | 0 |
| defeatFunds | Debt threshold (at a start of a month) for losing the game, on all difficulty levels. | 0 |
These are constants that were needed to support TFTD in OpenXcom. You are most likely never going to need to modify them, but we list them here for completeness sake. They are defined as an associative array of values (a list of values syntax is deprecated) under the constants: entry.
Some of these constants can be considered as difficulty settings, and vanilla ruleset defines them in difficulty.rul.
| Value | Description | Default |
|---|---|---|
| damageRange | Defines the damage range for projectile weapons. 100 means 0-200% range, 50 means 50-150% range, 25 means 75-125% range, etc. | 100 |
| explosiveDamageRange | Defines the damage range for AOE weapons (e.g. explosives). | 50 |
| fireDamageRange | Defines the damage range for incendiary weapons. Format is: [min, max]. | [5, 10] |
These constants can be especially interesting for hybrid mods (UFO/TFTD hybrids).
| Value | Description | Default |
|---|---|---|
| explosionOffset | Explosion offset in X1.PCK
Note: this defines the land explosion offset. Underwater explosion offset is smaller by 8. For example, if you define land offset to be 24, underwater offset will be automatically set to 16. |
0 |
| smokeOffset | Surface smoke animation offset in SMOKE.PCK | 8 |
| underwaterSmokeOffset | Underwater smoke animation offset in SMOKE.PCK | 0 |
| Value | Description | Default |
|---|---|---|
| extendedItemReloadCost | If set to true, the item reload cost equals to "cost of moving ammo to hand" + "cost of reload". | false |
| extendedRunningCost | If set to true, running soldiers will ignore mutual surprise (i.e. will not stop running when spotting a new enemy). | false |
The rest is defined in vars.rul (for TFTD), or left untouched at default values (for UFO:EU).
| Value | Description | Default |
|---|---|---|
| doorSound | Sound of normal doors opening. | 3 |
| slidingDoorSound | Sound of sliding doors opening. | 20 |
| slidingDoorClose | Sound of sliding doors closing. | 21 |
| smallExplosion | Sound of a small explosion (power <= 80). | 2 |
| largeExplosion | Sound of a large explosion (power > 80). | 5 |
| itemDrop | Sound of item dropping (in the inventory). | 38 |
| itemThrow | Sound of item being thrown. | 39 |
| itemReload | Reload sound. | 17 |
| walkOffset | Offset for various footstep sounds. | 22 |
| flyingSound | Sound of a unit flying. | 15 |
| buttonPress | Sound played when a button is pressed. | 0 |
| windowPopup | Sounds played (one chosen randomly) when a window pops up. | [1, 2, 3] |
| ufoFire | Sound of a UFO firing. | 8 |
| ufoHit | Sound of a UFO being hit. | 12 |
| ufoCrash | Sound of a UFO crashing. | 10 |
| ufoExplode | Sound of a UFO being destroyed. | 11 |
| interceptorHit | Sound of an XCOM interceptor being hit. | 10 |
| interceptorExplode | Sound of an XCOM interceptor being destroyed. | 13 |
| geoscapeCursor | Palette offset for a cursor when using PAL_GEOSCAPE palette. | 252 |
| basescapeCursor | Palette offset for a cursor when using PAL_BASESCAPE palette. | 252 |
| battlescapeCursor | Palette offset for a cursor when using PAL_BATTLESCAPE* palettes. | 144 |
| ufopaediaCursor | Palette offset for a cursor when using PAL_UFOPAEDIA palette. | 252 |
| graphsCursor | Palette offset for a cursor when using PAL_GRAPHS palette. | 252 |
| goodDebriefingMusic | Music played in the Debriefing when the score is positive. | GMMARS |
| badDebriefingMusic | Music played in the Debriefing when the score is zero or negative. | GMMARS |
OpenXcom offers various settings in the [Options > Advanced] screen.
Some of these settings however are actually not user settings, but rather mod settings. Or in other words, some settings are either not compatible with some mods or change the mod balance in an unacceptable way. Therefore, OXCE gives modders the option to fix these settings. i.e. set them to a desired value and not allow users to change them.
All these fixed options are listed in "fixedUserOptions:". For example:
fixedUserOptions:
battleUFOExtenderAccuracy: true
battleInstantGrenade: false
allowPsiStrengthImprovement: false
Below is a list of possible options to fix, their default English names and possible values, grouped by category.
| Code | Name | Possible values |
|---|---|---|
| playIntro | Play intro; this is normally a user option. A modder working on a total conversion mod may want to disable it though. | true/false |
| Code | Name | Possible values |
|---|---|---|
| aggressiveRetaliation | Aggressive retaliation | true/false |
| customInitialBase | Custom initial base | true/false |
| allowBuildingQueue | Allow building queue; this is normally a user option. | true/false |
| craftLaunchAlways | Force craft launch | true/false |
| storageLimitsEnforced | Storage limits for recovered items | true/false |
| canSellLiveAliens | Live alien sale | true/false |
| anytimePsiTraining | Psionic training at any time | true/false |
| psiStrengthEval | Psi-Strength Evaluation | true/false |
| canTransferCraftsWhileAirborne | Airborne transfers | true/false |
| retainCorpses | Retain interrogated aliens | true/false |
| fieldPromotions | Field promotions; this is normally a user option. | true/false |
| Code | Name | Possible values |
|---|---|---|
| sneakyAI | Sneaky AI | true/false |
| battleUFOExtenderAccuracy | UFO Extender accuracy | true/false |
| battleInstantGrenade | Instant grenades | true/false |
| includePrimeStateInSavedLayout | Save pre-primed grenades | true/false |
| battleExplosionHeight | Explosion height | 0-3 |
| weaponSelfDestruction | Alien weapon self-destruction | true/false |
| allowPsionicCapture | Allow psi-capture | true/false |
| allowPsiStrengthImprovement | Allow Psi-Strength Improvement | true/false |
| strafe | Alternate movement methods | true/false |
| noAlienPanicMessages | Suppress panic messages for aliens | true/false |
| alienBleeding | Alien bleeding | true/false |
| Code | Name | Possible values |
|---|---|---|
| oxceStartUpTextMode | Allows to modify the text that is displayed during the game start up. Possible options:
|
0-2 |
| oxceWoundedDefendBaseIf | Wounded soldiers defend the base too, if their health is above the given percentage threshold. | 0-100 |
OXCE offers the ability to use a custom scripting language to modify game logic on certain places via script hooks.
Scripts that change game graphics are run every frame. Others like hitUnit are only run when the event itself happens.
Currently supported are (FIXME add short description to each hook):
The syntax of the scripting language and a detailed description of the capabilities of each script hook is beyond the scope of this reference guide. For more information, see ModScript (OpenXcom).
If you're interested, please seek help on:


Research and analysis
How the SFA will action the recommendations set out in the government’s response to an independent FELTAG report encouraging technology innovation in FE.
The aim of the Further Education Learning Technology Action Group (FELTAG) was to identify obstacles preventing further education providers taking full advantage of technology. The group’s recommendations were designed to remove these obstacles, and encourage the further education system towards the digital future expected by learners and employers.
In response to feedback from the sector, this document clarifies how the Skills Funding Agency is taking forward its commitments set out in the government’s response to FELTAG ‘s report .
The intention of FELTAG, and the government’s response to it, is to encourage greater use of digital technologies and a better ‘blend’ of online and traditional face-to-face delivery to engage learners and ensure cost effectiveness across the sector.
The Skills Funding Agency is working to ensure that its funding system supports the delivery of online programmes and is undertaking a number of pilots, to look at barriers and obstacles to successful implementation.
As part of this overall “temperature check” the Agency would like providers complete a brief survey on their current online provision and plans for the future by 14 November.
If you have any questions regarding the Agency’s commitments in the government’s FELTAG response please email<EMAIL_ADDRESS>.
Published: 22 October 2014
From: Skills Funding Agency
Part of: Further education and training


Israel says strikes dozens of Iranian, Syrian targets in Syria
JERUSALEM (Reuters) - Israeli aircraft struck dozens of Iranian and Syrian targets in Syria on Wednesday, the Israeli military said, in what it described as a retaliatory attack.
“In response to the rockets fired by an Iranian force from Syrian territory at Israel last night, IDF fighter jets struck dozens of military targets of the Iranian Quds Force and the Syrian Armed Forces, including surface-to-air missiles, headquarters, weapons warehouses and military bases,” a statement from the military said.


There's no official Problem of the Week over break. Check back for one that will be due January 25th. Congrat's to Tyler W who had a high score of 29 for the semester and Heather V who came in a close second with 26 points. Thanks for a fun semester!
Due Wednesday, January 18, 2022 at midnight submitted to this Google form. You must be logged into your NAU gmail to submit via this form. (For pure amusement, not points!)


"I Know What You Did Last Summer" Offers Few Memories by Homer Yen (c) 1997
The camera zooms in incredibly close . It focuses on the closed eyes of a person presumed dead. All of a sudden, with a thunderous sound effect and an eerie sounding musical pulse, his eyelids open. The camera zooms in incredibly close. It focuses on one of the characters desperately running for her life. Then, with a thunderous sound effect and an eerie sounding musical pulse, she bumps into the killer. The camera zooms in incredibly close. It focuses on a door from where seemingly strange sounds emanate. All of a sudden, with a thunderous sound effect and an eerie sounding musical pulse, the doors swing open to reveal what's inside.
Close-up thrill-shots such as these seemed to elicit more laughter from the audience rather than genuine fear, which is a pretty good sign that you're not watching the thriller that the director had originally envisioned. Rather, you adopt the opinion that the characters are so goofy and so unaware of the trouble that they're in, that you stop caring about who lives, who dies and where the story goes. Instead, you become more interested in how the characters get killed off.
The four young teenagers who are the potential sacrificial lambs for this movie are Helen and Barry and Julie and Ray - two couples and dear friends to one another. During the summer just after high school graduation, they take a fateful drive down a dark mountain highway. Suddenly, without warning, their car hits someone whom the teens presume was killed as a result of that collision. Fearing jail time and possible manslaughter charges if they confess, they instead decide to dump the body into the ocean and make a pact never to discuss the episode again. A year goes by and things among the four friends begin to change. Relationships fizzle, future dreams crumble, and attitudes change. But, they can not forget what they did. And apparently, neither can someone else. Someone begins to send letters to all four of the teens with the frightening message: "I know what you did last summer." The letter-writer (a figure in a rubber slicker wielding a large metal hook) soon makes his presence known and begins to hunt down the four teens. It's now up to the four of them to try to figure out who the killer is before it's too late.
While this movie has some nice visually eerie effects, too much of it's impact had to be generated with extreme close-ups, while the level of suspense was choppy at best. There is so much more that this movie could have been, but decided to give us nothing but cheap thrills. It could have been a clever whodunit, but discovering who ultimately was the killer made me just shrug my shoulders. It could have explored the changed friendships after a year of adulthood, but seemed to only include that aspect to add 15 more minutes to the film. It could have given us smarter characters who knew that anytime you're alone and you see shadowy figures moving about, you don't walk towards them yelling "hello". Once you yell "hello", you can expect an extreme close-up, a thunderous sound effect and an eerie sounding musical pulse. It's difficult to be in suspense when you know what's about to happen. The only redeeming aspect of the movie is that I now have a neat idea for a Halloween costume, but I'm not sure if the local costume store sells rubber slickers and hooks. The horror that I experienced from this film is realizing that I actually went to see it.
Grade: C-
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Listen for url open events for the app. This handles both custom URL scheme links as well
as URLs your app handles (Universal Links on iOS and App Links on Android)
If the app was launched with previously persisted plugin call data, such as on Android
when an activity returns to an app that was closed, this call will return any data
the app was launched with, converted into the form of a result from a plugin call.


Based on CodeMirror's clike mode. For more information see HPCC Systems web site.
MIME types defined: text/x-ecl.
text/x-ecl


For Pipeline Jobs, the user can choose to use the main Pipeline Job's Workspace as
a dedicated single checkout directory. This checkout directory must be available
to all executors across all nodes either by having all executors running on the same
computer or have the main Pipeline Job's Workspace on a shared network drive.
This option is only recommended for use with VectorCAST version 2019 SP3 and above
NOTE: If you are using an environment setup script with a relative path, you need to prefix the script with the appropriate %WORKSPACE% or $WORKSPACE:
source build/setup.sh
should become
source $WORKSPACE/build/setup.sh


--- layout: default title: 'dmx | Jump start your interface development.' body_class: 'index' ---
Congrats, you just created your DMX site. Start building!


URBAN LEGEND (1998)
Rating: 2.5 stars (out of 4.0) ******************************** Key to rating system: 2.0 stars - Debatable 2.5 stars - Some people may like it 3.0 stars - I liked it 3.5 stars - I am biased in favor of the movie 4.0 stars - I felt the movie's impact personally or it stood out ********************************* A Movie Review by David Sunga
Directed by: Jamie Banks
Written by: Silvio Horta
Starring: Alicia Witt, Jared Leto, Rebecca Gayheart, Robert Englund
Ingredients: College kids, mysterious murders, urban legends
Synopsis: The plot of URBAN LEGEND revolves around Natalie (Alicia Witt), a Pendleton College girl who discovers that everyone associated with her is being killed off. The catch is that they're dying in accordance with the plots of popular urban folk tales such as the story of the ax murderer hiding in the back seat. Just like in SCREAM, Natalie's young peers are familiar with these folk tales, so they know how death might possibly occur.
Police never show up, and attractive college kids wander around and run off to be alone in dark places where a villain who wears a hooded winter parka in warm weather stalks them. People always run the wrong way straight into danger. Evidence and bodies disappear, and in the end, as tradition dictates, the villain is revealed to be someone who can't possibly do all that lifting, clean up all that evidence, and survive so many bullet wounds.
Opinion: Urban legends are fictional modern folk tales passed off as true. A couple examples are: the cat in the microwave; alligators hiding in the sewers; a famous actor (you know his name) going to the hospital with a gerbil in his intestine; feeding alka seltzer tablets to seagulls to make them explode; seeing a girl walking down the street and finding out later she died years ago; the kid who gets his pecker chopped off in the bathroom; the choking Doberman; et cetera, et cetera.
URBAN LEGEND features some of these, but I haven't heard of some of the others. It's a somewhat campy movie that's not really suspenseful. But at least we get to see who lives, who dies, and who the villain in the winter parka turns out to be.
Reviewed by David Sunga September 26, 1998 http://www.criticzoo.com
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New instance of {{ process['process-name'] }}
Process ID: {{ process['process-id'] }}
Process version: {{ process['process-version'] }}
Process variables should be given as valid JSON items
- "my string" - for string type
- 123 - for number
- {"one", "two", "three"} - for list of string
- {"Person":{"name":"john","age":25}} - for custom objects where the key can be either short name or FQCN


Constructor
new PaypalService(username, password, signature, production)
Instanciate a new paypal service
Parameters:
| Name | Type | Description |
|---|---|---|
username |
api username | |
password |
api password | |
signature |
api signature | |
production |
flag for enable production use (default is sandbox) |
- Source:
Members
paypalUrl
get the paypalUrl
- Source:
Methods
askAuthorization(amount, currencycode, cancelUrl, returnUrl, options, onComplete)
Ask Authorization to paypal servers for SetExpressCheckout
Parameters:
| Name | Type | Description |
|---|---|---|
amount |
||
currencycode |
e.g. EUR | |
cancelUrl |
||
returnUrl |
||
options |
extra options | |
onComplete |
call back actions |
- Source:
askExpressCheckoutDetails(token, option, onComplete)
Ask GetExpressCheckoutDetails to paypal
Parameters:
| Name | Type | Description |
|---|---|---|
token |
of the transaction | |
option |
extra options | |
onComplete |
callback action |
- Source:
doCapture(transationID, amount, currencycode, options, onComplete)
Execute the doCapture of the amount
Parameters:
| Name | Type | Description |
|---|---|---|
transationID |
from the doExpressCheckoutPayment transaction | |
amount |
authorized | |
currencycode |
||
options |
extra options | |
onComplete |
callback |
- Source:
doExpressCheckoutPayment(token, payerid, amount, currencycode, option, onComplete)
Confirm payment authorization on paypal server
Parameters:
| Name | Type | Description |
|---|---|---|
token |
transaction | |
payerid |
from the returnUrl of the Authorization or from the ExpressCheckoutDetails | |
amount |
||
currencycode |
||
option |
extra options | |
onComplete |
callback |
- Source:
doVoid(transationID, options, onComplete)
Execute the doVoid of the amount
Parameters:
| Name | Type | Description |
|---|---|---|
transationID |
from the doExpressCheckoutPayment transaction | |
options |
extra option | |
onComplete |
callback |
- Source:
generatePaymentUrl(token) → {*}
generate the payment url
Parameters:
| Name | Type | Description |
|---|---|---|
token |
- Source:
Returns:
- Type
- *
generatePaymentUrlFromBody(token) → {*}
generate the payment url from body object
Parameters:
| Name | Type | Description |
|---|---|---|
token |
- Source:
Returns:
- Type
- *
generatePaymentUrlFromRaw(token) → {*}
generate the payment url from body object
Parameters:
| Name | Type | Description |
|---|---|---|
token |
- Source:
Returns:
- Type
- *
objectify(body) → {Object}
Convert body to object
Parameters:
| Name | Type | Description |
|---|---|---|
body |
- Source:
Returns:
- Type
- Object
readTransactionIDFromAuthBody(body)
Read the transaction ID to Capture / Void
Parameters:
| Name | Type | Description |
|---|---|---|
body |
from the doExpressCheckoutPayment |
- Source:
Returns:
the value of the transation id
request()
perform request
- Source: