@@ -14,9 +14,9 @@ using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Desc("Give the unit a \"heal-weapon\".\n" +
|
||||
"\t# It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the\n" +
|
||||
"\t# heal process then. It also won't work with buildings (use RepairsUnits: for them).")]
|
||||
[Desc("Give the unit a \"heal-weapon\".",
|
||||
"It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the",
|
||||
"heal process then. It also won't work with buildings (use RepairsUnits: for them)")]
|
||||
public class AttackMedicInfo : AttackFrontalInfo
|
||||
{
|
||||
public override object Create( ActorInitializer init ) { return new AttackMedic( init.self, this ); }
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||||
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||||
@@ -23,8 +23,7 @@ namespace OpenRA.Mods.RA
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||||
public readonly bool AllowAllies = false;
|
||||
public readonly bool AllowNeutral = true;
|
||||
public readonly bool AllowEnemies = true;
|
||||
[Desc("Seconds it takes to change the owner.\n" +
|
||||
"\t# It stays neutral during this period. You might want to add a CapturableBar: trait, too.")]
|
||||
[Desc("Seconds it takes to change the owner.", "It stays neutral during this period. You might want to add a CapturableBar: trait, too.")]
|
||||
public readonly int CaptureCompleteTime = 10;
|
||||
|
||||
public object Create(ActorInitializer init) { return new Capturable(this); }
|
||||
|
||||
@@ -13,15 +13,14 @@ using OpenRA.Traits;
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||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Desc("Player recives a unit for free once the building is placed. This also works for structures.\n" +
|
||||
"\t # If you want more then one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
|
||||
[Desc("Player recives a unit for free once the building is placed. This also works for structures.",
|
||||
"If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
|
||||
public class FreeActorInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference]
|
||||
[Desc("Name of actor (HARV for refineries)")]
|
||||
[Desc("Name of actor (use HARV if this trait is for refineries)")]
|
||||
public readonly string Actor = null;
|
||||
[Desc("What the unit should start doing. Warning: If this is no harvester\n" +
|
||||
"\t # it will break, when you add FindResources here.")]
|
||||
[Desc("What the unit should start doing. Warning: If this is not a harvester", "it will break if you use FindResources.")]
|
||||
public readonly string InitialActivity = null;
|
||||
[Desc("Offset relative to structure-center in 2D (e.g. 1, 2)")]
|
||||
public readonly int2 SpawnOffset = int2.Zero;
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
class GivesExperienceInfo : TraitInfo<GivesExperience>
|
||||
{
|
||||
[Desc("if -1, use the value of the unit cost.")]
|
||||
[Desc("If -1, use the value of the unit cost.")]
|
||||
public readonly int Experience = -1;
|
||||
}
|
||||
|
||||
|
||||
@@ -17,20 +17,18 @@ using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.\n" +
|
||||
"\t# Will only work together with the Production: trait on the actor that actually does the production.\n" +
|
||||
"\t# You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
|
||||
[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.",
|
||||
"Will only work together with the Production: trait on the actor that actually does the production.",
|
||||
"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
|
||||
public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
|
||||
{
|
||||
[Desc("If you build more actors of the same type, \n" +
|
||||
"\t# the same queue will get it's build time lowered for every actor produced there.")]
|
||||
[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
|
||||
public readonly bool SpeedUp = false;
|
||||
[Desc("Everytime another production building of the same queue is\n" +
|
||||
"\t# contructed, the build time of all actors in the queue\n" +
|
||||
"\t#get divided by this value.")]
|
||||
[Desc("Every time another production building of the same queue is",
|
||||
"contructed, the build times of all actors in the queue",
|
||||
"are divided by this value.")]
|
||||
public readonly int BuildTimeSpeedUpDivisor = 2;
|
||||
[Desc("You can still build more production buildings\n" +
|
||||
"\t# than this value, but the build time won't increase further.")]
|
||||
[Desc("You can still build more production buildings", "than this value, but the build time won't increase further.")]
|
||||
public readonly int MaxBuildTimeReductionSteps = 6;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
|
||||
|
||||
@@ -17,9 +17,9 @@ using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.\n" +
|
||||
"\t# If one builds another actor of this type, he will get a separate queue to create two actors\n" +
|
||||
"\t# at the same time. Will only work together with the Production: trait.")]
|
||||
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
|
||||
"If one builds another actor of this type, he will get a separate queue to create two actors",
|
||||
"at the same time. Will only work together with the Production: trait.")]
|
||||
public class ProductionQueueInfo : ITraitInfo
|
||||
{
|
||||
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
|
||||
@@ -32,22 +32,21 @@ namespace OpenRA.Mods.RA
|
||||
[Desc("The build time is multiplied with this value on low power.")]
|
||||
public readonly int LowPowerSlowdown = 3;
|
||||
|
||||
[Desc("Notification played when production is complete.\n" +
|
||||
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
[Desc("Notification played when production is complete.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string ReadyAudio = "UnitReady";
|
||||
[Desc("Notification played when you can't train another unit\n" +
|
||||
"\t# when the build limit exceeded or the exit is jammed.\n" +
|
||||
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
[Desc("Notification played when you can't train another unit",
|
||||
"when the build limit exceeded or the exit is jammed.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string BlockedAudio = "NoBuild";
|
||||
[Desc("Notification played when user clicks on the build palette icon.\n" +
|
||||
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
[Desc("Notification played when user clicks on the build palette icon.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string QueuedAudio = "Training";
|
||||
[Desc("Notification played when player right-clicks\n" +
|
||||
"\t# on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
[Desc("Notification played when player right-clicks on the build palette icon.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string OnHoldAudio = "OnHold";
|
||||
[Desc("Notification played when player right-clicks\n" +
|
||||
"\t# on a build palette icon that is already on hold.\n" +
|
||||
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string CancelledAudio = "Cancelled";
|
||||
|
||||
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
|
||||
|
||||
Reference in New Issue
Block a user