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requisition_palette

Controls which purchasable items appear in the D-pad requisition menu during a match. Requisition items are defined on the scenario tag — weapons, vehicles, and equipment available on a map, with costs and categories, live in map data. The gametype requisition_palette element does not add new items; it selects which scenario items are actually available to players when a palette is assigned.

Each palette starts from a baseline (a preset subset) and then enables or disables individual items by name.

The requisition menu in a Reach pre-alpha build — vehicle selection showing Ghost with a point cost, opened via Left D-pad

Requisition menu UI from a Reach pre-alpha build. Scenario data supplies the item list; gametype palettes and player_enable_purchases control what players can buy.

megalo
requisition_palette covy_palette_gold
	baseline elite
end

requisition_palette covy_palette_silver
	baseline elite
	item "banshee" disabled
	item "wraith_heavy" disabled
	item "energy_blade" disabled
end

requisition_palette covy_palette_bronze
	baseline empty
	item "needler" enabled
	item "plasma_pistol" enabled
	item "plasma_carbine" enabled
end

requisition_palette unsc_palette_gold
	baseline spartan
	item "wolverine" disabled
	item "falcon" enabled
end
FieldPurpose
baselineStarting subset of scenario items. Values seen in scripts include full, spartan, elite, and empty.
itemEnable or disable a specific scenario requisition item. Syntax: item "<name>" enabled or item "<name>" disabled. Names must match entries from the scenario and object lists.

Assign palettes at runtime with player_set_requisition_palette, and gate purchasing with player_enable_purchases. See Actions — Requisition actions.

A script may declare at most 8 requisition palettes.

Base-derived scripts

requisition_palette is full-script-only — it cannot be added in base-derived scripts.

See also