Fix yaml formatting.
This commit is contained in:
@@ -135,7 +135,7 @@ fremen:
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Mobile:
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Speed: 43
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Valued:
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Cost: 200 ## actually 0, but spawns from support power at Palace
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Cost: 200 ## actually 0, but spawns from support power at Palace
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Health:
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HP: 7000
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RevealsShroud:
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@@ -171,7 +171,7 @@ grenadier:
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Queue: Infantry
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BuildPaletteOrder: 60
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Prerequisites: ~barracks.atreides, upgrade.barracks, high_tech_factory, ~techlevel.medium
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BuildDuration: 81 ## Wasn't converted, copied from Sardauker who has same value in TibEd.
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BuildDuration: 81 ## Wasn't converted, copied from Sardauker who has same value in TibEd.
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BuildDurationModifier: 40
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Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
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Valued:
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@@ -254,7 +254,7 @@ saboteur:
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Prerequisites: ~disabled
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Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Valued:
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Cost: 300 ## actually 0, but spawns from support power at Palace
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Cost: 300 ## actually 0, but spawns from support power at Palace
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Tooltip:
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Name: Saboteur
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Health:
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@@ -421,7 +421,7 @@ stealth_raider:
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Buildable:
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Prerequisites: ~light.ordos, upgrade.light, high_tech_factory, ~techlevel.medium
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BuildPaletteOrder: 30
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BuildDuration: 194 ## Copied from Raider, not included in conversion. Both have same "BuildSpeed" in TibEd
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BuildDuration: 194 ## Copied from Raider, not included in conversion. Both have same "BuildSpeed" in TibEd
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BuildDurationModifier: 40
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Description: Invisible Raider Trike\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks
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Valued:
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@@ -106,7 +106,7 @@ Atomic:
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Warhead@1Dam: SpreadDamage
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Spread: 1c0
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Falloff: 200, 100, 50, 25, 12, 0
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Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out
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Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out
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Versus:
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none: 90
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wall: 50
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@@ -75,7 +75,7 @@ E1:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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@@ -121,7 +121,7 @@ E2:
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WithInfantryBody:
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DefaultAttackSequence: throw
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Explodes:
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@@ -163,7 +163,7 @@ E3:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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@@ -212,7 +212,7 @@ E4:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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@@ -232,7 +232,7 @@ E6:
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Name: Engineer
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WithInfantryBody:
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Passenger:
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@@ -596,7 +596,7 @@ SHOK:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Voiced:
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