Fix yaml formatting.

This commit is contained in:
Paul Chote
2018-05-07 19:16:20 +00:00
committed by reaperrr
parent 82e2595beb
commit 6fdb25b48f
4 changed files with 11 additions and 11 deletions

View File

@@ -135,7 +135,7 @@ fremen:
Mobile: Mobile:
Speed: 43 Speed: 43
Valued: Valued:
Cost: 200 ## actually 0, but spawns from support power at Palace Cost: 200 ## actually 0, but spawns from support power at Palace
Health: Health:
HP: 7000 HP: 7000
RevealsShroud: RevealsShroud:
@@ -171,7 +171,7 @@ grenadier:
Queue: Infantry Queue: Infantry
BuildPaletteOrder: 60 BuildPaletteOrder: 60
Prerequisites: ~barracks.atreides, upgrade.barracks, high_tech_factory, ~techlevel.medium Prerequisites: ~barracks.atreides, upgrade.barracks, high_tech_factory, ~techlevel.medium
BuildDuration: 81 ## Wasn't converted, copied from Sardauker who has same value in TibEd. BuildDuration: 81 ## Wasn't converted, copied from Sardauker who has same value in TibEd.
BuildDurationModifier: 40 BuildDurationModifier: 40
Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
Valued: Valued:
@@ -254,7 +254,7 @@ saboteur:
Prerequisites: ~disabled Prerequisites: ~disabled
Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
Valued: Valued:
Cost: 300 ## actually 0, but spawns from support power at Palace Cost: 300 ## actually 0, but spawns from support power at Palace
Tooltip: Tooltip:
Name: Saboteur Name: Saboteur
Health: Health:

View File

@@ -421,7 +421,7 @@ stealth_raider:
Buildable: Buildable:
Prerequisites: ~light.ordos, upgrade.light, high_tech_factory, ~techlevel.medium Prerequisites: ~light.ordos, upgrade.light, high_tech_factory, ~techlevel.medium
BuildPaletteOrder: 30 BuildPaletteOrder: 30
BuildDuration: 194 ## Copied from Raider, not included in conversion. Both have same "BuildSpeed" in TibEd BuildDuration: 194 ## Copied from Raider, not included in conversion. Both have same "BuildSpeed" in TibEd
BuildDurationModifier: 40 BuildDurationModifier: 40
Description: Invisible Raider Trike\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks Description: Invisible Raider Trike\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks
Valued: Valued:

View File

@@ -106,7 +106,7 @@ Atomic:
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 1c0 Spread: 1c0
Falloff: 200, 100, 50, 25, 12, 0 Falloff: 200, 100, 50, 25, 12, 0
Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out
Versus: Versus:
none: 90 none: 90
wall: 50 wall: 50

View File

@@ -75,7 +75,7 @@ E1:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: shoot DefaultAttackSequence: shoot
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
ProducibleWithLevel: ProducibleWithLevel:
@@ -121,7 +121,7 @@ E2:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: throw DefaultAttackSequence: throw
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
Explodes: Explodes:
@@ -163,7 +163,7 @@ E3:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: shoot DefaultAttackSequence: shoot
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
ProducibleWithLevel: ProducibleWithLevel:
@@ -212,7 +212,7 @@ E4:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: shoot DefaultAttackSequence: shoot
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
ProducibleWithLevel: ProducibleWithLevel:
@@ -232,7 +232,7 @@ E6:
Name: Engineer Name: Engineer
WithInfantryBody: WithInfantryBody:
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
Passenger: Passenger:
@@ -596,7 +596,7 @@ SHOK:
WithInfantryBody: WithInfantryBody:
DefaultAttackSequence: shoot DefaultAttackSequence: shoot
RequiresCondition: !parachute RequiresCondition: !parachute
WithInfantryBody@PARACHUTE WithInfantryBody@PARACHUTE:
StandSequences: parachute StandSequences: parachute
RequiresCondition: parachute RequiresCondition: parachute
Voiced: Voiced: