Medals.tbl

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FSO Revision: f8dd06c
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List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl* /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl* /asteroid/asteroid.cpp
Autopilot.tbl* /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Curves.tbl* /math/curves.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl* /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Options.tbl* Not In Codebase
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl* /stats/scoring.cpp
Scpui.tbl* Not In Codebase
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl* /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The medals.tbl is used for defining the various medals the player can achieve while playing the game.

This table is one of the Modular Tables and can be extended with xxx-mdl.tbm

Format

  • Table begins with #Medals
  • Optional positions of headers
  • Individual medal entries
  • Table ends with #End


#Medals

+Background Bitmap:

FS2 Open, 3.7.2:
  • Optional. Specifies the image that should be used as the background of the medal case. (A 2_ will be prepended to this image for the GR_1024 resolution.)
  • Syntax: String
  • Default: MedalsDisplayEmpty

+Mask Bitmap:

FS2 Open, 3.7.2:
  • Optional. Specifies the image that should be used as the mask of the medal case. (A 2_ will be prepended to this image for the GR_1024 resolution.)
  • Syntax: String
  • Default: Medals-M

+Exit Button Hotspot Index:

FS2 Open, 19.0:
  • Optional. Specifies the hotspot index (color index of the mask bitmap file) that should be used for the Exit button. The default is 18; overriding it with this field is useful if you need index 18 for an 18th medal entry.
  • Syntax: String
  • Default: 18

+Callsign Position 640:

FS2 Open, 3.7.2:
  • Optional. Specifies where the player's callsign should appear on the screen, for the GR_640 resolution. An X value of -1 causes the callsign to be centered on the X-axis.
  • Syntax: Integer X, Integer Y
  • Default: -1, 54

+Callsign Position 1024:

FS2 Open, 3.7.2:
  • Optional. Specifies where the player's callsign should appear on the screen, for the GR_1024 resolution. An X value of -1 causes the callsign to be centered on the X-axis.
  • Syntax: Integer X, Integer Y
  • Default: -1, 89

+Label Position 640:

FS2 Open, 3.7.2:
  • Optional. Specifies where the medal label should appear on the screen, for the GR_640 resolution. Note that it is necessary to specify the width of this area in addition to X and Y, because the label is centered within it.
  • Syntax: Integer X, Integer Y, Integer W
  • Default: 241, 458, 300

+Label Position 1024:

FS2 Open, 3.7.2:
  • Optional. Specifies where the medal label should appear on the screen, for the GR_1024 resolution. Note that it is necessary to specify the width of this area in addition to X and Y, because the label is centered within it.
  • Syntax: Integer X, Integer Y, Integer W
  • Default: 386, 734, 480

$Name:

  • Defines the name of the medal
  • Syntax: String

+nocreate

FS2 Open, 23.0:
  • Allows editing of the medal entry without creating a new entry

$Alt Name:

  • Alternate display name
  • Syntax: String

$Bitmap:

  • Defines the bitmap used for the medal in the medal case.
  • Syntax: String

+Position 640:

FS2 Open, 3.7.2:
  • Optional. Specifies where the medal bitmap should appear on the screen, for the GR_640 resolution.
  • Syntax: Integer X, Integer Y
  • Defaults to the appropriate FS2 medal position

+Position 1024:

FS2 Open, 3.7.2:
  • Optional. Specifies where the medal bitmap should appear on the screen, for the GR_1024 resolution.
  • Syntax: Integer X, Integer Y
  • Defaults to the appropriate FS2 medal position

+Mask Index:

FS2 Open, 23.0:
  • The index of the color in the mask that will tell FSO when the mouse is hovering over this medal
  • Defaults to the position index of the medal in the table
  • Syntax: Integer

+Debriefing Bitmap:

FS2 Open, 3.7.2:
  • Optional. Defines the bitmap used for the medal in the debriefing screen.
  • Syntax: String
  • Defaults to the appropriate FS2 medal image
  • NOTE: For medals which have more than one debriefing image, such as Rank or Wings, the file name can contain ##. This will be replaced with a number corresponding to the version, so DebriefWings## will show the plain Wings medal for the first version and the Wings medal with laurels for subsequent versions. This should be applicable to any medal, not just Rank or Wings.

$Num mods:

  • Sets the number of the medal the player can obtain
  • Syntax: Integer

+Version starts at 1:

FS2 Open, 3.7.2:
  • Optional. Defines whether the debriefing medal image starts numbering at 01 versus 00.
  • Syntax: Boolean
  • Defaults to the appropriate FS2 value
  • NOTE: This setting only exists because Volition started the numbering for Rank at DebriefRank01 and for Wings at DebriefWings00. So you can start the numbering for your custom medal version at whatever number suits your fancy.

+Available From Start:

FS2 Open, 3.7.2:
  • Optional. If true, the medal will always be in the medal case.
  • Syntax: Boolean
  • Defaults to false.


For medals based on kill counts

+Num Kills:

  • Defines the number of kills needed for the particular medal
  • Syntax: Integer


$Wavefile 1:

FS2 Open 3.6.10:
  • Defines the voice file
  • Syntax: String


$Wavefile 2:

FS2 Open 3.6.10:
  • Defines the voice file
  • Syntax: String


$Wavefile Base:

  • Defines the voice file
  • Syntax: String


$Promotion Text:

  • Defines the text that is displayed when the medal is obtained. Value refers to translations found from tstrings.tbl. Is followed with $end_multi_text.
  • Syntax: XSTR("String", Integer)
FS2 Open, 3.7.2: Starting with 3.7.1, multiple Promotion Text fields may exist, each (except for the default) followed by its own Persona. The mission's Debriefing Persona Index controls which one is used.


+Persona:
FS2 Open, 3.7.2:
  • Optional. Defines the persona associated with this text. If specified, this particular text will be chosen when the Debriefing Persona Index matches.
  • Syntax: Integer


Sample

  • Retail FreeSpace 2 table
#Medals

$Name:		Epsilon Pegasi Liberation
$Bitmap:		Medal00.pcx
$Num mods:	4

$Name:		Imperial Order of Vasuda
$Bitmap:		Medal01.pcx
$Num mods:	4

$Name:		Distinguished Flying Cross
$Bitmap:		Medal02.pcx
$Num mods:	4

$Name:		SOC Service Medallion
$Bitmap:		Medal03.pcx
$Num mods:	4

$Name:		Intelligence Cross
$Bitmap:		Medal04.pcx
$Num mods:	4

$Name:		Order of Galatea
$Bitmap:		Medal05.pcx
$Num mods:	4

$Name:		Meritorious Unit Commendation
$Bitmap:		Medal06.pcx
$Num mods:	4

$Name:		Medal of Valor
$Bitmap:		Medal07.pcx
$Num mods:	4

$Name:		GTVA Legion of Honor
$Bitmap:		Medal08.pcx
$Num mods:	4

$Name:		Allied Defense Citation
$Bitmap:		Medal09.pcx
$Num mods:	4

$Name:		Nebula Campaign Victory Star
$Bitmap:		Medal10.pcx
$Num mods:	4

$Name:		NTF Campaign Victory Star
$Bitmap:		Medal11.pcx
$Num mods:	4

$Name:		Rank
$Bitmap:		Medal12.pcx
$Num mods:	10

$Name:		Wings
$Bitmap:		Medal13.pcx
$Num mods:	2

$Name:		Ace
$Bitmap:		Medal14.pcx
$Num mods:	1
+Num Kills:	60
$Wavefile Base: badge_a.wav
$Promotion Text:

XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 2722)

$end_multi_text

$Name:		Double Ace
$Bitmap:		Medal15.pcx
$Num mods:	1
+Num Kills:	150
$Wavefile Base: badge_b.wav
$Promotion Text:

XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 2723)

$end_multi_text

$Name:		Triple Ace
$Bitmap:		Medal16.pcx
$Num mods:	1
+Num Kills:	350
$Wavefile Base: badge_c.wav
$Promotion Text:

XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 2724)

$end_multi_text

$Name:		SOC Unit Crest
$Bitmap:		Medal17.pcx
$Num mods:	1

#End