; Command & Conquer RULES.INI
; If placed in game directory, it will not override built in values. Values to be used as
; multipliers or percentages can be specified as either a simple floating point number (embed ".")
; or as a conventional percentage number (append "%"). Values used as cell distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.

; This is not the real file because there is none - the C&C rules were hard-coded into the game.dat
; file (C&C95.exe in Win95 Edition). This is what the file could have been like, based on what
; editors/testing tells us, as well as what the values were in Red Alert, which is VERY similar to
; C&C. Therefore most of the rules file has been taken directly from Red Alert, as well as the rules
; flags, if applicable. The unit names are the actual names also used in the game files for the .shp
; images. There is still a lot missing from what should be here. These are usually things that cannot
; be found, so it is unknown what their values are.
; C&C is different from Red Alert and its successors in a few ways. First of all, the Burst= flag is
; not tied to weapons here. Instead, units that have this flag set to yes will fire their weapons twice,
; but another unit with the same weapon may not. Another difference is that explosions from weapons are
; attached to the weapon, not the warhead. An example is that the chemical sprayer and the high-velocity
; chaingun both use the HE warhead, which is also used for the MLRS and hand grenade. When I was doing
; testing it was hard to say this is true, but one clue was that the percentages (verses=) were the same.
; Another clue was that both weapons can destroy walls.
; Note how the object speed is drastically higher than what Red Alert uses. To make it even more
; complicated, C&C treats the speeds for different types of unit differently. But to make it a bit easier
; to compare it to Red Alert: aircraft, ship and vehicle speeds should be divided by four, while infantry
; speeds should be divided by two. Projectile speeds are ok the way they are. A strange quirk is the
; speed of the cargo plane [C17], which is 5. I have the feeling that it should be either doubled or
; tripled but I'm not certain of this.
; Another thing to note is that the numeric data hard-coded in the C&C files has building
; hit-points that are only half of what it says here, and this is also what editors show.
; Don't be fooled by this - the game is wired to double the Strength= values for buildings -
; whatever is in this file is correct.
;
; -ImmoMan

[General]

; crates
CrateMinimum=1          ; crates are normally one per human player but never below this number
CrateMaximum=255        ; crates can never exceed this quantity
CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3            ; average minutes between random powerup crate regeneration
UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick randomly]
SoloCrateMoney=2000     ; money to give for money crate in solo play missions
SilverCrate=HealBase    ; solo play silver crate bonus
WoodCrate=Money         ; solo play wood crate bonus

; repair and refit
RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
ReloadRate=.04          ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
RepairRate=.016         ; minutes between applying repair step
RepairStep=7            ; hit points to heal per repair 'tick' for buildings

; combat and damage
IonDamage=600           ; damage points for ion cannon strike
AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
C4Delay=.02             ; minutes to delay after placing C4 before building will explode
Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000          ; maximum damage (after adjustments) per shot
MinDamage=1             ; minimum damage (after adjustments) per shot
TiberiumExplosive=no    ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no        ; Automatically show target cursor when over trees?
Incoming=10             ; If an incoming projectile is as slow or slower than this, then
                        ; object in the target location will try to run away. Grenades and
                        ; parachute bombs have this characteristic.

; income and production
BailCount=28            ; number of 'bails' carried by a harvester
BuildSpeed=1.0          ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06         ; average minutes that building build-up animation runs
TiberiumValue=25        ; credits per 'bail' carried by a harvester
GrowthRate=2            ; minutes between Tiberium growth
SeparateAircraft=no     ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold

; audio/visual map controls
AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
ConditionRed=25%        ; when damaged to this percentage, health bar turns red
ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
EnemyHealth=yes         ; Show enemy health bar graph when selected?
Gravity=3               ; gravity constant for ballistic projectiles
IdleActionFrequency=.1  ; average minutes between infantry performing idle actions
MessageDelay=.6         ; time duration of multiplayer messages displayed over map
MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no       ; Show true names over civilians and civilian buildings?
SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
SpeakDelay=2            ; minutes between EVA repeating advice to the player

; computer and movement controls
BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1           ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1         ; multiplier to overall game object movement speed
LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2          ; minutes that suspended teams will remain suspended
SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
TeamDelay=.6            ; interval between checking for and creating teams


; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
[Recharge]
Nuke=13                 ; nuclear missile
Airstrike=8             ; A-10 strike
IonCannon=10            ; ion cannon

; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.

; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Owner = who can build this [GoodGuy, BadGuy, Neutral or Special] (def=none)
; Prerequisite = list of buildings needed before this can be manufactured*** (def=nothing)
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; Burst = does it fire its weapon(s) twice in rapid succession (def=no)?
; RangeLimit = does this unit only attack units at this range even if the weapon range is different (def=same as weapon range)?
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Sight = sight range, in cells
; Strength = strength (hit points) of this object
; TechLevel = tech level required to build this [anything higher than 7 means can't build]
; BuildLevel = single player mission level required to build this [max for GDI is 15, 13 for Nod, higher means can't build]
; Buildable = can this object be built at all [if yes, TechLevel and BuildLevel are used] (def=no)
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; Immune = Is it immune to all combat damage (def=no)?
; Selectable = Can this unit be selected (def=yes)?
; Attack = Will units automatically open fire upon it (units def=yes, buildings def=no)?
;  <<< applies only to moving units (not buildings) >>>
;    Speed = speed of this object (def=0)
;    NoMovingFire = The unit must stop before it can fire (def=no)?
;    TiberiumHeal = This unit regenerates hit points in a Tiberium field (def=no)
;  <<< applies only to aircraft >>>
;    Landable = Can it land on open ground (def=yes)?
;  <<< applies only to infantry types >>>
;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
;    Infiltrate = Can it enter a building to capture or C4 it (def=no)?
;    TiberiumProof = Is it immune to damage from walking in Tiberium (def=no)?
;  <<< applies only to terrestrial driving vehicle types >>>
;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
;    Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
;    Passengers = number of passengers it may carry (def=0)
;  <<< applies only to building types >>>
;    Bib = Should the building have an attached bib (def=no)?
;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
;    Crewed = Does it contain a crew that can escape (def=no)?
;    PowerIn = power drain  (def=0)
;    PowerOut = power output
;    Powered = Does it require power to function (def=no)?
;    Repairable = Can it be repaired (def=yes)?
;    Storage = the number of credits this building can store (def=0)
;    Closable = can this building be "closed" when idle [this requires special art, if it has a weapon, it will close after every shot] (def=no)?
;    ClosedMultiple = How many times stronger this building is when it is "closed" (def=1)

; *** TECH means EYE or TMPL,  BAR means HAND or PYLE and WAR means WEAP or AFLD - the game is hard-wired to treat both prerequisites as equal, like Red Alert did with both tech centres

; ******* terrestrial driving vehicle types *******
; visceroid
[VICE]
Primary=Chemspray
Strength=150
Armor=wood
TechLevel=99
BuildLevel=1
Sight=4
Speed=18
Cost=800
ROT=5
Explodes=yes
TiberiumHeal=yes

; flame tank
[FTNK]
Prerequisite=WAR,HQ
Buildable=yes
Primary=FlameTongue
Burst=yes
Strength=300
Armor=heavy
TechLevel=4
BuildLevel=9
Sight=4
Speed=18
Owner=BadGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes

; stealth tank
[STNK]
Prerequisite=WAR,HQ
Buildable=yes
Primary=Dragon
Burst=yes
Strength=110
Armor=light
TechLevel=5
BuildLevel=12
Sight=4
Speed=30
Owner=BadGuy
Cost=900
ROT=5
Crewed=yes
Tracked=yes
Cloakable=yes

; light tank
[LTNK]
Prerequisite=WAR
Buildable=yes
Primary=75mm
Strength=300
Armor=heavy
TechLevel=3
BuildLevel=5
Sight=3
Speed=18
Owner=BadGuy
Cost=600
ROT=5
Crewed=yes
Tracked=yes

; medium tank
[MTNK]
Prerequisite=WAR
Buildable=yes
Primary=105mm
Strength=400
Armor=heavy
TechLevel=3
BuildLevel=7
Sight=3
Speed=18
Owner=GoodGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes

; mammoth tank
[HTNK]
Prerequisite=WAR,FIX
Buildable=yes
Primary=120mm
Secondary=MammothTusk
Burst=yes
Strength=600
Armor=heavy
TechLevel=5
BuildLevel=13
Sight=4
Speed=12
Owner=GoodGuy
Cost=1500
ROT=5
Crewed=yes
Tracked=yes
SelfHealing=yes

; mobile headquarters
[MHQ]
Strength=110
Armor=light
TechLevel=99
BuildLevel=99
Sight=5
Speed=18
Owner=GoodGuy,BadGuy
Cost=600
ROT=5

; surface-to-surface missile launcher
[MLRS]
Prerequisite=WAR,OBLI
Buildable=yes
Primary=HonestJohn
Strength=120
Armor=light
TechLevel=7
BuildLevel=98
Sight=4
Speed=18
Owner=BadGuy
Cost=750
ROT=5
Crewed=yes
Tracked=yes

; mobile artillery
[ARTY]
Prerequisite=WAR
Buildable=yes
Primary=155mm
Strength=75
Armor=light
TechLevel=6
BuildLevel=9
Sight=4
Speed=12
Owner=BadGuy
Cost=450
ROT=2
Crewed=yes

; tiberium harvester
[HARV]
Prerequisite=WAR,PROC
Buildable=yes
Strength=600
Armor=light
TechLevel=2
BuildLevel=7
Sight=2
Speed=12
Owner=GoodGuy,BadGuy
Cost=1400
ROT=5
Tracked=yes
Crewed=yes

; mobile construction yard
[MCV]
Prerequiste=WAR,TECH
Buildable=yes
Strength=600
Armor=light
TechLevel=7
BuildLevel=15
Sight=2
Speed=12
Owner=GoodGuy,BadGuy
Cost=5000
ROT=5
Tracked=yes
Crewed=yes

; hum-vee
[JEEP]
Prerequisite=WAR
Buildable=yes
Primary=M60
Strength=150
Armor=light
TechLevel=2
BuildLevel=5
Sight=2
Speed=30
Owner=GoodGuy
Cost=400
ROT=10
Crewed=yes

; Nod buggy
[BGGY]
Prerequisite=WAR
Buildable=yes
Primary=M60
Strength=140
Armor=light
TechLevel=2
BuildLevel=5
Sight=2
Speed=30
Owner=BadGuy
Cost=300
ROT=10
Crewed=yes

; attack bike
[BIKE]
Prerequisite=WAR
Buildable=yes
Primary=Dragon
Strength=160
Armor=wood
TechLevel=2
BuildLevel=5
Sight=2
Speed=40
Owner=BadGuy
Cost=500
ROT=10
Crushable=yes

; mobile rocket launcher
[MSAM]
Prerequiste=WAR,TECH
Buildable=yes
Primary=227mm
Burst=yes
Strength=100
Armor=light
TechLevel=7
BuildLevel=11	; game disables this for Nod in any game classed as "single player"
Sight=4
Speed=18
Owner=GoodGuy,BadGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes

; armoured personnel carrier
[APC]
Prerequiste=WAR,PYLE
Buildable=yes
Primary=M60
Strength=200
Armor=heavy
TechLevel=4
BuildLevel=5
Sight=4
Speed=35
Owner=GoodGuy,BadGuy
Cost=700
ROT=5
Tracked=yes

; triceratops
[TRIC]
Primary=DinoBite1
Strength=700
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5

; tyrannosaurus rex
[TREX]
Primary=DinoBite2
Strength=750
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=18
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5

; velociraptor
[RAPT]
Primary=DinoBite2
Strength=180
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=40
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5

; stegosaurus
[STEG]
Primary=DinoBite1
Strength=600
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5

; ******* ship types *******
; patrol boat
[BOAT]
Primary=BoatMissile
Burst=yes
Strength=700
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=300

; landing craft
[LST]
Strength=400
Armor=light
Immune=yes
TechLevel=99
BuildLevel=99
Sight=3
Speed=30
Owner=GoodGuy,BadGuy
Cost=300

; ******* infantry types *******
; minigunner
[E1]
Prerequisite=BAR
Buildable=yes
Primary=M16
Strength=50
Armor=none
TechLevel=1
BuildLevel=1
Sight=1
Speed=8
Owner=GoodGuy,BadGuy
Cost=100

; grenadier
[E2]
Prerequisite=BAR
Buildable=yes
Primary=Grenade
Strength=50
Armor=none
TechLevel=1
BuildLevel=3
Sight=1
Speed=10
Owner=GoodGuy
Cost=160
Explodes=yes

; bazooka
[E3]
Prerequisite=BAR
Buildable=yes
Primary=Dragon
Strength=25
Armor=none
TechLevel=2
BuildLevel=3	; game makes it available to GDI at 9
Sight=2
Speed=6
Owner=GoodGuy,BadGuy
Cost=300

; flame infantry
[E4]
Prerequisite=BAR
Buildable=yes
Primary=Flamethrower
Strength=70
Armor=none
TechLevel=1
BuildLevel=5
Sight=1
Speed=10
Owner=BadGuy
Cost=200
Explodes=yes

; chem infantry
[E5]
Prerequisite=BAR,TMPL
Buildable=yes
Primary=Chemspray
Strength=70
Armor=none
TechLevel=7
BuildLevel=99
Sight=1
Speed=8
Owner=BadGuy
Cost=300
Explodes=yes

; engineer
[E6]
Prerequisite=BAR
Buildable=yes
Strength=25
Armor=none
TechLevel=3
BuildLevel=2
Sight=2
Speed=8
Owner=GoodGuy,BadGuy
Cost=500
Infiltrate=yes

; commando
[RMBO]
Prerequisite=BAR,TECH
Primary=Sniper
Strength=100
Armor=none
TechLevel=7
BuildLevel=99
Sight=5
Speed=10
Owner=GoodGuy,BadGuy
Cost=1000
Infiltrate=yes
C4=yes

; Doctor Moebius
[MOEBIUS]
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10

; special agent
[DELPHI]
Primary=Pistol
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10

; special agent
[CHAN]
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10


; civilians
[C1]
Primary=Pistol
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10
Fraidycat=yes

[C2]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C3]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C4]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C5]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C6]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C7]
Primary=Pistol
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10
Fraidycat=yes

[C8]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C9]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

[C10]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes

; ******* aircraft types *******
; orca
[ORCA]
Prerequisite=HPAD
Buildable=yes
Primary=Dragon
Burst=yes
Strength=125
Armor=heavy
TechLevel=6
BuildLevel=10
Sight=0
Speed=40
Owner=GoodGuy
Cost=1200
ROT=4
Ammo=6
GuardRange=30

; apache
[HELI]
Prerequisite=HPAD
Buildable=yes
Primary=Chaingun
Burst=yes
Strength=125
Armor=heavy
TechLevel=6
BuildLevel=10
Sight=0
Speed=40
Owner=BadGuy
Cost=1200
ROT=4
Ammo=15
GuardRange=30

; chinook
[TRAN]
Prerequisite=HPAD
Buildable=yes
Strength=90
Armor=light
TechLevel=6
BuildLevel=98
Sight=0
Speed=30
Owner=GoodGuy,BadGuy
Cost=1500
ROT=5
Passengers=5

; cargo plane
[C17]
Strength=25
Armor=light
TechLevel=0
BuildLevel=0
Sight=0
Speed=50
Owner=GoodGuy,BadGuy
Cost=800
ROT=4
Passengers=5
Attack=no
Landable=no
Selectable=no

; A-10 warthog
[A10]
Strength=60
Armor=light
TechLevel=0
BuildLevel=0
Sight=0
Speed=40
Owner=GoodGuy,BadGuy
Cost=800
ROT=4
Ammo=3
Landable=no
Selectable=no

; ******* building types *******
; temple of Nod
[TMPL]
Prerequisite=HQ
Buildable=yes
Strength=2000
Armor=light
TechLevel=7
BuildLevel=13
Sight=4
Owner=BadGuy
Cost=3000
PowerIn=150
Capturable=yes
Crewed=yes
Bib=yes

; advanced comm centre
[EYE]
Prerequisite=HQ
Buildable=yes
Strength=1000
Armor=wood
TechLevel=7
BuildLevel=13
Sight=10
Owner=GoodGuy
Cost=2800
PowerIn=200
Capturable=yes
Crewed=yes
Bib=yes

; weapons factory
[WEAP]
Prerequisite=PROC
Buildable=yes
Strength=400
Armor=light
TechLevel=2
BuildLevel=5
Sight=3
Owner=GoodGuy
Cost=2000
PowerIn=30
Capturable=yes
Crewed=yes
Bib=yes

; guard tower
[GTWR]
Prerequisite=PYLE
Buildable=yes
Primary=Chaingun
Strength=400
Armor=wood
TechLevel=2
BuildLevel=7
Sight=3
Owner=GoodGuy
Cost=500
PowerIn=10
Crewed=yes
Sensors=yes

; advanced guard tower
[ATWR]
Prerequisite=HQ
Buildable=yes
Primary=Tomahawk
Burst=yes
Strength=600
Armor=light
TechLevel=4
BuildLevel=13
Sight=4
Owner=GoodGuy
Cost=1000
PowerIn=20
Powered=yes
Crewed=yes
Sensors=yes

; obelisk of light
[OBLI]
Prerequisite=HQ
Buildable=yes
Primary=Laser
Strength=400
Armor=light
TechLevel=4
BuildLevel=11
Sight=5
Owner=BadGuy
Cost=1500
PowerIn=150
Powered=yes
Crewed=yes
Sensors=yes

; gun turret
[GUN]
Prerequisite=HAND
Buildable=yes
Primary=TurretGun
Strength=400
Armor=heavy
TechLevel=2
BuildLevel=8
Sight=5
Owner=BadGuy
Cost=600
PowerIn=20
Sensors=yes
Crewed=yes
ROT=12

; construction yard
[FACT]
Strength=800
Armor=wood
TechLevel=99
BuildLevel=1
Sight=3
Owner=GoodGuy,BadGuy
Cost=5000
PowerIn=15
PowerOut=30
Capturable=yes
Crewed=yes
Bib=yes

; tiberium refinery
[PROC]
Prerequisite=NUKE
Buildable=yes
Strength=900
Armor=wood
TechLevel=1
BuildLevel=2
Sight=4
Owner=GoodGuy,BadGuy
Cost=2000
PowerIn=40
PowerOut=10
Storage=1000
Capturable=yes
Crewed=yes
Bib=yes

; tiberium silo
[SILO]
Prerequisite=PROC
Buildable=yes
Strength=300
Armor=wood
TechLevel=1
BuildLevel=2
Sight=2
Owner=GoodGuy,BadGuy
Cost=150
PowerIn=10
Storage=1500
Capturable=yes
Crewed=yes
Bib=yes

; helipad
[HPAD]
Prerequisite=BAR
Buildable=yes
Strength=800
Armor=wood
TechLevel=6
BuildLevel=10	; game disables this for nod in any game classed as "single player"
Sight=3
Owner=GoodGuy,BadGuy
Cost=1500
PowerIn=10
Capturable=yes
Crewed=yes
Bib=yes

; communications centre
[HQ]
Prerequisite=PROC
Buildable=yes
Strength=1000
Armor=wood
TechLevel=2
BuildLevel=3
Sight=10
Owner=GoodGuy,BadGuy
Cost=1000
PowerIn=40
Capturable=yes
Crewed=yes
Powered=yes
Bib=yes

; SAM site
[SAM]
Prerequisite=HAND
Buildable=yes
Primary=Nike
Burst=yes
Strength=400
Armor=heavy
TechLevel=6
BuildLevel=5
Sight=3
Owner=BadGuy
Cost=750
PowerIn=20
Crewed=yes
Closable=yes
ClosedMultiple=3
RangeLimit=10

; airstrip
[AFLD]
Prerequisite=PROC
Buildable=yes
Strength=1000
Armor=heavy
TechLevel=2
BuildLevel=5
Sight=5
Owner=BadGuy
Cost=2000
PowerIn=30
Capturable=yes
Crewed=yes
Bib=yes

; power plant
[NUKE]
Prerequisite=FACT
Buildable=yes
Strength=400
Armor=wood
TechLevel=0
BuildLevel=1
Sight=2
Owner=GoodGuy,BadGuy
Cost=300
PowerOut=100
Capturable=yes
Crewed=yes
Bib=yes

; advanced power plant
[NUK2]
Prerequisite=NUKE
Buildable=yes
Strength=600
Armor=wood
TechLevel=5
BuildLevel=13
Sight=2
Owner=GoodGuy,BadGuy
Cost=700
PowerOut=200
Capturable=yes
Crewed=yes
Bib=yes

; barracks
[PYLE]
Prerequisite=NUKE
Buildable=yes
Strength=800
Armor=wood
TechLevel=0
BuildLevel=1
Sight=3
Owner=GoodGuy
Cost=300
PowerIn=20
Capturable=yes
Crewed=yes
Bib=yes

; hand of Nod
[HAND]
Prerequisite=NUKE
Buildable=yes
Strength=800
Armor=wood
TechLevel=0
BuildLevel=2
Sight=3
Owner=BadGuy
Cost=300
PowerIn=20
Capturable=yes
Crewed=yes
Bib=yes

; repair facility
[FIX]
Prerequisite=NUKE
Buildable=yes
Strength=800
Armor=wood
TechLevel=5
BuildLevel=8
Sight=3
Owner=GoodGuy,BadGuy
Cost=1200
PowerIn=30
Capturable=yes
Crewed=yes
Bib=yes

; sandbag wall
[SBAG]
Prerequisite=FACT
Buildable=yes
Strength=1
Armor=none
TechLevel=2
BuildLevel=5
Sight=0
Owner=GoodGuy,BadGuy
Cost=50
Repairable=no

; chain link fence
[CYCL]
Prerequisite=FACT
Buildable=yes
Strength=1
Armor=none
TechLevel=5
BuildLevel=9
Cost=75
Owner=GoodGuy,BadGuy
Sight=0
Repariable=no

; concrete wall
[BRIK]
Prerequisite=FACT
Buildable=yes
Strength=1
Armor=none
TechLevel=7
BuildLevel=13
Cost=100
Owner=GoodGuy,BadGuy
Sight=0
Repairable=no

; hospital
[HOSP]
Strength=400
Armor=wood
TechLevel=99
Buildlevel=99
Sight=4
Power=-20
Bib=yes
Capturable=true
Crewed=yes

; bio-research laboratory
[BIO]
Strength=600
Armor=wood
TechLevel=99
BuildLevel=99
Sight=4
Power=-40
Bib=yes
Crewed=yes

; auxiliary decorative building
[MISS]
Strength=400
Armor=wood
Bib=yes
Capturable=true

; arcology
[ARCO]
Strength=400
Armor=wood

; barb wire fence
[BARB]
Strength=1
Armor=wood
Cost=50
Repariable=no
Sight=0

; wood fence
[WOOD]
Strength=1
Repariable=no
Sight=0

; civilian structures
[V01]
Strength=400
Armor=wood
Repariable=no

[V02]
Strength=400
Armor=wood
Repariable=no

[V03]
Strength=400
Armor=wood
Repariable=no

[V04]
Strength=400
Armor=wood
Repariable=no

[V05]
Strength=400
Armor=wood
Repariable=no

[V06]
Strength=400
Armor=wood
Repariable=no

[V07]
Strength=400
Armor=wood
Repariable=no

[V08]
Strength=400
Armor=wood
Repariable=no

[V09]
Strength=400
Armor=wood
Repariable=no

[V10]
Strength=400
Armor=wood
Repariable=no

[V11]
Strength=400
Armor=wood
Repariable=no

[V12]
Strength=400
Armor=wood
Repariable=no

[V13]
Strength=400
Armor=wood
Repariable=no

[V14]
Strength=400
Armor=wood
Repariable=no

[V15]
Strength=400
Armor=wood
Repariable=no

[V16]
Strength=400
Armor=wood
Repariable=no

[V17]
Strength=400
Armor=wood
Repariable=no

[V18]
Strength=400
Armor=wood
Repariable=no

[V19]
Strength=400
Armor=wood
Repariable=no


; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.

; Anim = animation to display as a firing effect [use 8 for facing-dependant anims]
; Charges = Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Projectile = projectile characteristic to use
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Range = maximum cell range
; Report = sound to play when firing
; Speed = speed of projectile to target (100 is maximum)
; Warhead = warhead to attach to projectile
; Explosion = which explosion set to use when weapon of this type impacts (def=0)
;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=fireball

; sniper rifle
[Sniper]
Damage=100
ROF=40
Range=5.5
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=RAMGUN2
Explosion=1

; rapid fire machine gun
[Chaingun]
Damage=25
ROF=50
Range=4
Projectile=Invisible
Speed=100
Warhead=HE
Report=GUN8
Explosion=2
Anim=MINIGUN

; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN18
Explosion=2

; rifle soldier weapons (multiple shots)
[M16]
Damage=15
ROF=20
Range=2
Projectile=Invisible
Speed=100
Warhead=SA
Report=MGUN2
Explosion=2

; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=30
ROF=60
Range=4
Projectile=HeatSeeker
Speed=25
Warhead=AP
Report=BAZOOK1
Explosion=5

; hand-held flame thrower type
[Flamethrower]
Damage=35
ROF=50
Range=2
Projectile=Invisible
Speed=100
Warhead=Fire
Report=FLAMER2
Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW

; tank flame thrower
[FlameTongue]
Damage=50
ROF=50
Range=2
Projectile=Invisible
Speed=100
Warhead=Fire
Report=FLAMER2
Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW

; hand-held chemical spray
[Chemspray]
Damage=80
ROF=70
Range=2
Projectile=Invisible
Speed=100
Warhead=HE
Report=FLAMER2
Anim=CHEM-N,CHEM-NE,CHEM-E,CHEM-SE,CHEM-S,CHEM-SW,CHEM-W,CHEM-NW

; hand grenade
[Grenade]
Damage=50
ROF=50
Range=3.25
Projectile=Lobbed
Speed=5
Warhead=HE
Explosion=5

; small anti-armor cannon
[75mm]
Damage=25
ROF=60
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=TNKFIRE3
Explosion=4
Anim=GUNFIRE

; medium anti-armor cannon
[105mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=TNKFIRE4
Explosion=4
Anim=GUNFIRE

; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=TNKFIRE6
Explosion=4
Anim=GUNFIRE

; turret cannon
[TurretGun]
Damage=40
ROF=60
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TNKFIRE6
Explosion=4
Anim=GUNFIRE

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=ROCKET1
Explosion=4

; long-range missile
[227mm]
Damage=75
ROF=80
Range=6
Projectile=HeatSeeker
Speed=20
Warhead=HE
Report=ROCKET1
Explosion=4

; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TNKFIRE2
Explosion=5
Anim=GUNFIRE

; vehicle mounted machine gun
[M60]
Damage=15
ROF=30
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=MGUN11
Explosion=2
Anim=MINIGUN

; long range missile for gunboat
[BoatMissile]
Damage=60
ROF=35
Range=8
Projectile=HeatSeeker
Speed=20
Warhead=HE
Report=ROCKET2
Explosion=4

; long range missile for guard tower
[Tomahawk]
Damage=60
ROF=40
Range=6
Projectile=HeatSeeker
Speed=25
Warhead=HE
Report=ROCKET2
Explosion=4
Anim=GUNFIRE

; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=5
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire
Explosion=3

; obelisk laser
[Laser]
Damage=200
ROF=90
Range=7.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=OBELRAY1
Charges=yes

; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=50
Range=15
Projectile=AAMissile
Speed=40
Warhead=AP
Report=ROCKET2
Explosion=6
Anim=SAMFIRE

; extreme-range napalm rocket
[HonestJohn]
Damage=100
ROF=200
Range=10
Projectile=FROG
Speed=15
Warhead=Fire
Report=ROCKET1
Explosion=3

; dinosaur bite 1
[DinoBite1]
Damage=
ROF=
Range=
Projectile=Invisible
Speed=100
Warhead=HE
Report=

; dinosaur bite 2
[DinoBite2]
Damage=
ROF=
Range=
Projectile=Invisible
Speed=100
Warhead=HE
Report=


; ******* Projectile Statistics *******
; Projectiles describe how and what image to use as the weapon flies
; to its target. Think of the projectile as the "delivery method" used
; to get the warhead to the desired target.

; AA = Can this weapon fire upon flying aircraft (def=no)?
; Animates = Does it animate [this means smoke puffs] (def=no)?
; Arcing = Does it have a ballistic trajectory (def=no)?
; Arm = arming delay (def=0)
; Dropping = Does it fall from a starting height (def=no)?
; Frames = number of image frames for animation purposes (def=1)
; Gigundo = Is the projectile larger than normal (def=no)?
; High = Can it fly over walls (def=no)?
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Rotates = Does the projectile have rotation specific imagery (def=no)?
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; Translucent = Are translucent colors used in artwork (def=no)?

; invisible flight to target
[Invisible]
Inviso=yes
Image=none

; straight high-speed ballistic shot
[Cannon]
Image=120MM

; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
Image=MISSILE
Rotates=yes

; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes

; anti aircraft missile
[AAMissile]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
Image=MISSILE
ROT=20
Rotates=yes
Translucent=yes

; lobbed tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes

; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=7
Translucent=yes

; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM

; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4

; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN


; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.

; Spread = damage spread factor [larger means greater spread] (def=1)
;          [A value of 1 means the damage is halved every pixel distant from center point.
;          a value of 2 means damage is halved every 2 pixels, etc.]
; Wall = Does this warhead damage concrete walls (def=no)?
; Wood = Does this warhead damage wood walls (def=no)?
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Verses = damage value verses various armor types (as percentage of full damage)...
;           -vs- none, wood (buildings), light armor, heavy armor, concrete
; InfDeath = which infantry death animation to use (def=0)
;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death

; general multiple small arms fire
[SA]
Spread=3
Verses=100%,50%,50%,25%,25%
InfDeath=1

; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
InfDeath=2

; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
InfDeath=3

; napalm and fire in general
[Fire]
Spread=8
Wood=yes
Verses=90%,100%,60%,25%,50%
InfDeath=4

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
InfDeath=1

; special case damage effect (do not use for regular weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=4


; ******* Land Characteristics *******
; This section specifies the characteristics of the various
; terrain types. The primary purpose is to differentiate the
; movement capabilities.

; Float = % of full speed for ships [0 means impassable] (def=100)
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
; Buildable = Can buildings be built upon this terrain (def=no)?

; clear grassy terrain
[Clear]
Foot=90%
Track=80%
Wheel=60%
Float=0%
Buildable=yes

; rocky terrain
[Rough]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Float=100%
Buildable=no

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; Tiberium
[Tiberium]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Buildable=no

; sandy beach
[Beach]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; craggy riverbed
[River]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no


; ******* Random Crate Powerups *******
; This specifies the chance for the specified crate powerup to appear
; in a 'random' crate. The chance is expressed in the form of 'shares'
; out of the total shares specified. The second parameter is the animation
; to use when this crate is picked up. The third parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
[Powerups]
Airstrike=3,DEVIATOR            ; air strike one time shot
Cloak=5,STEALTH2                ; enable cloaking on nearby objects
Darkness=1,EMPULSE              ; cloak entire radar map
Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
HealBase=1,INVUN                ; all buildings to full strength
ICBM=1,MISSILE2                 ; nuke missile one time shot
IonCannon=1,EARTH               ; ion cannon one time shot
Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600               ; fire explosion baddie (damage)
Nuke=1,NONE,1000                ; nuke explosion (damage)
Reveal=1,EMPULSE                ; reveal entire radar map
Squad=20,NONE                   ; squad of random infantry
Unit=20,NONE                    ; vehicle
Visceroid=5,NONE                ; visceroid


; ******* Mission Control *******
; This specifies the various general behavior characteristics of
; the missions that objects can be assigned. Each of the game objects must
; be in a mission. The mission behavior is generally hard coded into
; the program, but there are some behavior characteristics that can
; be overridden. Don't modify these.

; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
; Scatter = Is allowed to scatter from threats (def=yes)?
; Rate = delay between normal processing (larger = faster game, less responsiveness)
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).

; Unit sits still and plays dead.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1

; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5

; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016

; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016

; Move to destination.
[Move]
Rate=.016

; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016

; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1

; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.050
AARate=.016

; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016

; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Handle harvest tiberium - unload at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=no
Rate=.080
AARate=.032

; <unused>
[Return]

; Stop moving and firing at the first available opportunity.
[Stop]

; <unused>
[Ambush]

; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016

; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016

; Commando running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016

; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no

; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no

; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08

; Special team override mission.
[Rescue]
Rate=.016

; Temple of Nod special launch missile mission.
[Missile]
Rate=.1

