Automated extraction

This commit is contained in:
Gustas
2023-11-11 22:05:09 +02:00
committed by Matthias Mailänder
parent 0f5b78442b
commit db8a28f2c0
147 changed files with 3489 additions and 1147 deletions

View File

@@ -10,15 +10,15 @@
AreaTypes: building
Adjacent: 4
Tooltip:
Name: Concrete
GenericName: Structure
Name: meta-concrete.name
GenericName: meta-concrete.generic-name
RenderSprites:
KillsSelf:
RemoveInstead: true
Buildable:
Queue: Building
BuildPaletteOrder: 10
Description: Provides a strong foundation that prevents\ndamage from the terrain.
Description: meta-concrete.description
concretea:
Inherits: ^concrete
@@ -26,9 +26,9 @@ concretea:
Footprint: xx xx
Dimensions: 2,2
Tooltip:
Name: Concrete Slab
Name: actor-concretea.name
Encyclopedia:
Description: If buildings are not placed on concrete, they will be damaged. Buildings can be repaired, but unless the building sits completely on concrete, the building will suffer continual weathering damage from the erosive desert environment.\n\nConcrete is vulnerable to most weapon types. Concrete cannot be repaired if damaged.
Description: actor-concretea.encyclopedia
Category: Buildings
Order: 10
Valued:
@@ -47,7 +47,7 @@ concreteb:
Footprint: xxx xxx xxx
Dimensions: 3,3
Tooltip:
Name: Large Concrete Slab
Name: actor-concreteb-name
Valued:
Cost: 50
Buildable:
@@ -61,14 +61,14 @@ construction_yard:
Inherits@PRIMARY: ^PrimaryBuilding
Inherits@UPGRADEABLE: ^Upgradeable
Buildable:
Description: Produces structures.
Description: actor-construction-yard.description
D2kBuilding:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
-ConcretePrerequisites:
Encyclopedia:
Description: The Construction Yard is the foundation of any base built on Arrakis. Construction Yards produce a small amount of power and are required for the building of any new structures. Protect this structure! It is critical to the success of your base.\n\nConstruction yards are fairly strong, but vulnerable in varying degrees to all types of weapons.
Description: actor-construction-yard.encyclopedia
Category: Buildings
Order: 0
WithBuildingBib:
@@ -89,7 +89,7 @@ construction_yard:
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
Name: actor-construction-yard.name
CustomSellValue:
Value: 2000
SpawnActorsOnSell:
@@ -125,19 +125,19 @@ wind_trap:
BuildPaletteOrder: 120
BuildDuration: 208
BuildDurationModifier: 100
Description: Provides power for other structures.
Description: actor-wind-trap.description
Selectable:
Bounds: 2048, 2048
Valued:
Cost: 225
Tooltip:
Name: Wind Trap
Name: actor-wind-trap.name
D2kBuilding:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: Wind Traps provide power and water to an installation. Large, above-ground ducts funnel wind currents underground into massive turbines which power generators and humidity extractors.\n\nWind Traps are vulnerable to most types of weapons.
Description: actor-wind-trap.encyclopedia
Category: Buildings
Order: 20
Health:
@@ -178,19 +178,19 @@ barracks:
BuildPaletteOrder: 220
BuildDuration: 268
BuildDurationModifier: 100
Description: Trains infantry.
Description: actor-barracks.description
Selectable:
Bounds: 2048, 2048
Valued:
Cost: 225
Tooltip:
Name: Barracks
Name: actor-barracks.name
D2kBuilding:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: Barracks are required to produce and train light infantry units. Barracks can be upgraded for the production of more advanced infantry in later missions.\n\nBarracks are vulnerable to most types of weapons.
Description: actor-barracks.encyclopedia
Category: Buildings
Order: 30
Health:
@@ -252,19 +252,19 @@ refinery:
BuildPaletteOrder: 130
BuildDuration: 625
BuildDurationModifier: 100
Description: Harvesters unload Spice here for processing.
Description: actor-refinery.description
Selectable:
Bounds: 3072, 2048
Valued:
Cost: 1500
Tooltip:
Name: Spice Refinery
Name: actor-refinery.name
D2kBuilding:
Footprint: =xx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: The Refinery is the basis of all Spice production on Dune. Harvesters transport mined Spice to the Refinery where it is converted into credits. Refined Spice is automatically distributed among the Silos and Refineries for storage. A refinery can store 2000 spice. A Spice Harvester is delivered via Carryall once a Refinery is built.\n\nRefineries are vulnerable to most types of weapons.
Description: actor-refinery.encyclopedia
Category: Buildings
Order: 40
Health:
@@ -327,17 +327,17 @@ silo:
BuildPaletteOrder: 310
BuildDuration: 156
BuildDurationModifier: 100
Description: Stores excess harvested Spice.
Description: actor-silo.description
Selectable:
Bounds: 1024, 1024
Encyclopedia:
Description: The Spice Silo allows the player to store 1500 harvested Spice. When a Refinery completes processing, excess Spice is automatically distributed evenly among the Silos and Refineries. When harvested Spice exceeds Silo capacity, the excess will be lost. When Spice Silos are destroyed or captured, the amount stored will be dispersed among other Silos and Refineries unless there is insufficient storage capacity.\n\nThe Spice Silo is vulnerable to most types of weapons.
Description: actor-silo.encyclopedia
Category: Buildings
Order: 50
Valued:
Cost: 120
Tooltip:
Name: Silo
Name: actor-silo.name
RequiresBuildableArea:
Adjacent: 4
-GivesBuildableArea:
@@ -386,19 +386,19 @@ light_factory:
BuildPaletteOrder: 230
BuildDuration: 321
BuildDurationModifier: 100
Description: Produces light vehicles.
Description: actor-light-factory.description
Selectable:
Bounds: 3072, 2048
Valued:
Cost: 500
Tooltip:
Name: Light Factory
Name: actor-light-factory.name
D2kBuilding:
Footprint: xxx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: The Light Factory is required for the production of small, lightly armored, combat vehicles. The Light Factory can be upgraded to produce more advanced light vehicles in later missions.\n\nA Light Factory is vulnerable to most types of weapons.
Description: actor-light-factory.encyclopedia
Category: Buildings
Order: 60
Health:
@@ -471,19 +471,19 @@ heavy_factory:
BuildPaletteOrder: 330
BuildDuration: 750
BuildDurationModifier: 100
Description: Produces heavy vehicles.
Description: actor-heavy-factory.description
Selectable:
Bounds: 3072, 3072
Valued:
Cost: 1000
Tooltip:
Name: Heavy Factory
Name: actor-heavy-factory.name
D2kBuilding:
Footprint: _x_ xxx =xX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: The Heavy Factory allows the player to build heavy vehicles such as Harvesters and Combat Tanks. When upgraded, this facility allows the construction of advanced vehicles, though some vehicles also require other buildings.\n\nThe Heavy Factory is vulnerable to most types of weapons.
Description: actor-heavy-factory.encyclopedia
Category: Buildings
Order: 70
Health:
@@ -566,19 +566,19 @@ outpost:
BuildPaletteOrder: 320
BuildDuration: 312
BuildDurationModifier: 100
Description: Provides a radar map of the battlefield.\n Requires power to operate.
Description: actor-outpost.description
Selectable:
Bounds: 3072, 2048
Valued:
Cost: 750
Tooltip:
Name: Outpost
Name: actor-outpost.name
D2kBuilding:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: If the player has sufficient power, the Radar Outpost will generate a radar map. Radar is automatically activated when construction of the Outpost is complete.\n\nThe Radar Outpost is vulnerable to most types of weapons.
Description: actor-outpost.encyclopedia
Category: Buildings
Order: 80
Health:
@@ -615,21 +615,21 @@ starport:
Inherits: ^Building
Inherits@PRIMARY: ^PrimaryBuilding
Tooltip:
Name: Starport
Name: actor-starport.name
Buildable:
Prerequisites: heavy_factory, outpost, ~techlevel.high
Queue: Building
BuildPaletteOrder: 530
BuildDuration: 625
BuildDurationModifier: 100
Description: Dropzone for quick reinforcements, at a price.
Description: actor-starport.description
Valued:
Cost: 1500
D2kBuilding:
Footprint: xxx x=x =x=
Dimensions: 3,3
Encyclopedia:
Description: The Starport allows you to engage in intergalactic trading with the C.H.O.A.M. Merchants' Guild. The Starport provides a trading market for vehicles and airborne units at varying rates. You cannot purchase units from the Guild without this facility.\n\nArmor is heavy, but the Starport is vulnerable to most types of weapons.
Description: actor-starport.encyclopedia
Category: Buildings
Order: 90
Selectable:
@@ -715,20 +715,20 @@ wall:
BuildPaletteOrder: 410
BuildDuration: 62
BuildDurationModifier: 100
Description: Stop units and blocks enemy fire.
Description: actor-wall.description
Valued:
Cost: 20
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
GenericName: Structure
Name: actor-wall.name
GenericName: actor-wall.generic-name
AppearsOnRadar:
D2kBuilding:
BuildSounds: CHUNG.WAV
TerrainTypes: Rock, Concrete
Encyclopedia:
Description: Base defense. Concrete walls are the most effective barriers on Dune. Concrete walls will block tank bullets and impede unit movement.\n\nWalls can only be damaged by explosive weapons, missiles and shells. Like concrete slabs, walls cannot be repaired if damaged.
Description: actor-wall.encyclopedia
Category: Buildings
Order: 15
FootprintPlaceBuildingPreview:
@@ -783,11 +783,11 @@ medium_gun_turret:
BuildPaletteOrder: 510
BuildDuration: 268
BuildDurationModifier: 100
Description: Defensive structure.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Description: actor-medium-gun-turret.description
Valued:
Cost: 550
Tooltip:
Name: Gun Turret
Name: actor-medium-gun-turret.name
RequiresBuildableArea:
Adjacent: 4
Selectable:
@@ -796,7 +796,7 @@ medium_gun_turret:
Health:
HP: 27000
Encyclopedia:
Description: The Gun Turret has a medium range gun which is effective against vehicles, especially heavily armored vehicles. The Gun Turret will fire on any enemy unit within range.\n\nThe Gun Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns.
Description: actor-medium-gun-turret.encyclopedia
Category: Buildings
Order: 100
Armor:
@@ -831,13 +831,13 @@ large_gun_turret:
BuildPaletteOrder: 610
BuildDuration: 312
BuildDurationModifier: 100
Description: Defensive structure.\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate.
Description: actor-large-gun-turret.description
Valued:
Cost: 750
Tooltip:
Name: Rocket Turret
Name: actor-large-gun-turret.name
Encyclopedia:
Description: The substantially improved Rocket Turret has a longer range and a higher rate of fire than the Gun Turret. The Rocket Turret's advanced targeting equipment requires power to operate.\n\nThe Rocket Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns.
Description: actor-large-gun-turret.encyclopedia
Category: Buildings
Order: 110
RequiresBuildableArea:
@@ -875,16 +875,16 @@ repair_pad:
BuildPaletteOrder: 430
BuildDuration: 375
BuildDurationModifier: 100
Description: Repairs vehicles.\n Allows construction of MCVs
Description: actor-repair-pad.description
Valued:
Cost: 800
Tooltip:
Name: Repair Pad
Name: actor-repair-pad.name
D2kBuilding:
Footprint: +++ +++ +++
Dimensions: 3,3
Encyclopedia:
Description: With a Repair Pad, vehicles can be repaired for a varying price.\n\nThe Repair Pad is vulnerable to most types of weapons.
Description: actor-repair-pad.encyclopedia
Category: Buildings
Order: 120
Health:
@@ -939,13 +939,13 @@ high_tech_factory:
BuildPaletteOrder: 420
BuildDuration: 468
BuildDurationModifier: 100
Description: Unlocks advanced technology.
Description: actor-high-tech-factory.description
Selectable:
Bounds: 3072, 3072
Valued:
Cost: 1150
Tooltip:
Name: High Tech Factory
Name: actor-high-tech-factory.name
ProductionFromMapEdge:
Produces: Aircraft, Upgrade
ProductionBar:
@@ -960,7 +960,7 @@ high_tech_factory:
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: The High Tech Factory produces airborne units, and is required for the production of Carryalls. House Atreides can upgrade the High Tech Factory to build Ornithopters for an air strike in later missions.\n\nThe High Tech Factory is vulnerable to most types of weapons.
Description: actor-high-tech-factory.encyclopedia
Category: Buildings
Order: 130
Health:
@@ -1027,19 +1027,19 @@ research_centre:
BuildPaletteOrder: 520
BuildDuration: 312
BuildDurationModifier: 100
Description: Unlocks advanced tanks.
Description: actor-research-centre.description
Selectable:
Bounds: 3072, 3072
Valued:
Cost: 1000
Tooltip:
Name: IX Research Center
Name: actor-research-centre.name
D2kBuilding:
Footprint: _X_ xxx XXX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Encyclopedia:
Description: The IX Research Center provides technology upgrades for structures and vehicles. This facility is required for production of a number of advanced special weapons and prototypes.\n\nThe IX Research Center is vulnerable to most types of weapons.
Description: actor-research-centre.encyclopedia
Category: Buildings
Order: 140
Health:
@@ -1083,13 +1083,13 @@ palace:
BuildPaletteOrder: 620
BuildDuration: 937
BuildDurationModifier: 100
Description: Unlocks elite infantry and weapons.
Description: actor-palace.description
Selectable:
Bounds: 3072, 3072
Valued:
Cost: 1600
Tooltip:
Name: Palace
Name: actor-palace.name
RallyPoint:
CommandBarBlacklist:
DisableStop: false
@@ -1097,7 +1097,7 @@ palace:
Footprint: xx= xxx =xx
Dimensions: 3,3
Encyclopedia:
Description: The Palace serves as the command center once it is constructed. Palaces feature unique additional options, making available advanced special weapons.\n\nArmor is heavy, but the Palace is vulnerable to most types of weapons.
Description: actor-palace.encyclopedia
Category: Buildings
Order: 150
Health: