Hook up make animation conditions for the default mods.

This commit is contained in:
Paul Chote
2018-10-07 16:29:19 +00:00
committed by abcdefg30
parent 14607f55c5
commit e038b86742
15 changed files with 344 additions and 82 deletions

View File

@@ -99,6 +99,7 @@ construction_yard:
harkonnen: conyard.harkonnen
corrino: conyard.harkonnen
WithBuildingPlacedOverlay:
RequiresCondition: !build-incomplete
Palette: d2k
PrimaryBuilding:
PrimaryCondition: primary
@@ -142,7 +143,6 @@ wind_trap:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 30000
HitShape:
@@ -160,7 +160,9 @@ wind_trap:
fremen: power.atreides
harkonnen: power.harkonnen
corrino: power.harkonnen
WithBuildingBib:
WithIdleOverlay@ZAPS:
RequiresCondition: !build-incomplete
Sequence: idle-zaps
Power:
Amount: 200
@@ -188,7 +190,6 @@ barracks:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 32000
HitShape:
@@ -232,6 +233,7 @@ barracks:
fremen: barracks.atreides
harkonnen: barracks.harkonnen
corrino: barracks.harkonnen
WithBuildingBib:
ProvidesPrerequisite@buildingname:
GrantConditionOnPrerequisite:
Prerequisites: upgrade.barracks
@@ -271,7 +273,6 @@ refinery:
Footprint: =xx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 30000
HitShape:
@@ -308,12 +309,15 @@ refinery:
fremen: refinery.atreides
harkonnen: refinery.harkonnen
corrino: refinery.harkonnen
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithDockedOverlay@SMOKE:
RequiresCondition: !build-incomplete
Sequence: smoke
Power:
Amount: -75
WithIdleOverlay@TOP:
Sequence: idle-top
ProvidesPrerequisite@buildingname:
silo:
@@ -347,8 +351,8 @@ silo:
fremen: silo.atreides
harkonnen: silo.harkonnen
corrino: silo.harkonnen
WithSpriteBody:
WithSiloAnimation:
RequiresCondition: !build-incomplete
StoresResources:
PipColor: green
PipCount: 5
@@ -384,7 +388,6 @@ light_factory:
Footprint: xxx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 33000
HitShape:
@@ -403,6 +406,14 @@ light_factory:
fremen: light.atreides
harkonnen: light.harkonnen
corrino: light.harkonnen
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithProductionOverlay@WELDING:
RequiresCondition: !build-incomplete
Queues: Vehicle
Sequence: production-welding
RallyPoint:
Offset: 2,2
Exit@1:
@@ -431,11 +442,6 @@ light_factory:
Prerequisite: light.raider
Factions: ordos, smuggler, mercenary
ProvidesPrerequisite@buildingname:
WithProductionOverlay@WELDING:
Queues: Vehicle
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -125
GrantConditionOnPrerequisite:
@@ -474,7 +480,6 @@ heavy_factory:
Footprint: _x_ xxx =xX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 35000
HitShape:
@@ -531,11 +536,14 @@ heavy_factory:
harkonnen: heavy.harkonnen
corrino: heavy.harkonnen
mercenary: heavy.mercenary
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithProductionOverlay@WELDING:
RequiresCondition: !build-incomplete
Queues: Armor
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
@@ -576,7 +584,6 @@ outpost:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 35000
HitShape:
@@ -596,10 +603,11 @@ outpost:
fremen: outpost.atreides
harkonnen: outpost.harkonnen
corrino: outpost.harkonnen
WithBuildingBib:
WithIdleOverlay@DISH:
RequiresCondition: !build-incomplete && !severe-damaged
Sequence: idle-dish
PauseOnCondition: disabled
RequiresCondition: !severe-damaged
GrantConditionOnDamageState@STOPDISH:
Condition: severe-damaged
Power:
@@ -658,6 +666,7 @@ starport:
corrino: starport.harkonnen
smuggler: starport.smuggler
WithDeliveryOverlay:
RequiresCondition: !build-incomplete
Palette: starportlights
ProductionBar:
PrimaryBuilding:
@@ -900,6 +909,7 @@ repair_pad:
harkonnen: repair_pad.harkonnen
corrino: repair_pad.harkonnen
WithRepairOverlay:
RequiresCondition: !build-incomplete
Palette: effect75alpha
Power:
Amount: -50
@@ -934,7 +944,6 @@ high_tech_factory:
Footprint: _X_ xxx XXX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 35000
HitShape:
@@ -958,6 +967,11 @@ high_tech_factory:
fremen: hightech.atreides
harkonnen: hightech.harkonnen
corrino: hightech.harkonnen
WithBuildingBib:
WithProductionOverlay@WELDING:
RequiresCondition: !build-incomplete
Queues: Aircraft
Sequence: production-welding
ProvidesPrerequisite@upgrade:
Prerequisite: hightech.atreides
Factions: atreides
@@ -975,9 +989,6 @@ high_tech_factory:
CameraActor: camera
ArrowSequence: arrow
CircleSequence: circles
WithProductionOverlay@WELDING:
Queues: Aircraft
Sequence: production-welding
Power:
Amount: -75
GrantConditionOnPrerequisite:
@@ -1016,7 +1027,6 @@ research_centre:
Footprint: _X_ xxx XXX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
WithBuildingBib:
Health:
HP: 25000
HitShape:
@@ -1040,7 +1050,9 @@ research_centre:
fremen: research.atreides
harkonnen: research.harkonnen
corrino: research.harkonnen
WithBuildingBib:
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights
Power:
Amount: -175
@@ -1065,8 +1077,6 @@ palace:
Building:
Footprint: xx= xxx =xx
Dimensions: 3,3
WithBuildingBib:
HasMinibib: True
Health:
HP: 40000
HitShape:
@@ -1092,6 +1102,12 @@ palace:
fremen: palace.atreides
harkonnen: palace.harkonnen
corrino: palace.corrino
WithBuildingBib:
HasMinibib: True
WithNukeLaunchOverlay:
RequiresCondition: !build-incomplete && !launchpad-damaged && harkonnen
GrantConditionOnDamageState@LAUNCHPADDAMAGED:
Condition: launchpad-damaged
Power:
Amount: -200
ProvidesPrerequisite@nuke:
@@ -1136,10 +1152,6 @@ palace:
CameraRange: 10c0
ArrowSequence: arrow
CircleSequence: circles
WithNukeLaunchOverlay:
RequiresCondition: !launchpad-damaged && harkonnen
GrantConditionOnDamageState@LAUNCHPADDAMAGED:
Condition: launchpad-damaged
ProduceActorPower@fremen:
Description: Recruit Fremen
LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility