^ExistsInWorld: AppearsOnRadar: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: RenderDebugState: ^SpriteActor: BodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^ClassicFacingSpriteActor: ClassicFacingBodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^1x1Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 ^2x1Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1024, -512 BottomRight: 1024, 512 ^2x2Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1024, -1024 BottomRight: 1024, 1024 ^3x2Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 ^GainsExperience: GainsExperience: LevelUpNotification: LevelUp LevelUpTextNotification: notification-unit-promoted Conditions: 200: rank-veteran 400: rank-veteran 800: rank-veteran 1600: rank-veteran LevelUpImage: crate-effects GrantCondition@RANK-ELITE: RequiresCondition: rank-veteran >= 4 Condition: rank-elite DamageMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 95 DamageMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 90 DamageMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 85 DamageMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 FirepowerMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 105 FirepowerMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 110 FirepowerMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 120 FirepowerMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 130 SpeedMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 105 SpeedMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 110 SpeedMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 120 SpeedMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 140 ReloadDelayMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 95 ReloadDelayMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 90 ReloadDelayMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 85 ReloadDelayMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 ChangesHealth@ELITE: Step: 0 PercentageStep: 5 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@RANK-1: Image: rank Sequence: rank-veteran-1 Palette: effect Position: BottomRight Margin: 5, 6 ValidRelationships: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 1 WithDecoration@RANK-2: Image: rank Sequence: rank-veteran-2 Palette: effect Position: BottomRight Margin: 5, 6 ValidRelationships: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 2 WithDecoration@RANK-3: Image: rank Sequence: rank-veteran-3 Palette: effect Position: BottomRight Margin: 5, 6 ValidRelationships: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 3 WithDecoration@RANK-ELITE: Image: rank Sequence: rank-elite Palette: effect Position: BottomRight Margin: 5, 6 ValidRelationships: Ally, Enemy, Neutral RequiresCondition: rank-elite ^InfantryExperienceHospitalOverrides: WithDecoration@RANK-1: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off WithDecoration@RANK-2: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off WithDecoration@RANK-3: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off WithDecoration@RANK-ELITE: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off ^IronCurtainable: WithColoredOverlay@IRONCURTAIN: RequiresCondition: invulnerability DamageMultiplier@IRONCURTAIN: RequiresCondition: invulnerability Modifier: 0 TimedConditionBar: Condition: invulnerability ExternalCondition@INVULNERABILITY: Condition: invulnerability ^AutoTargetGround: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Ship, Underwater, Defense, Mine InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Ship, Underwater, Structure, Defense, Mine InvalidTargets: NoAutoTarget ^AutoTargetGroundAssaultMove: Inherits: ^AutoTargetGround AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move AttackMove: AssaultMoveCondition: assault-move ^AutoTargetAir: AutoTarget: AutoTargetPriority@DEFAULT: ValidTargets: AirborneActor InvalidTargets: NoAutoTarget ^AutoTargetAll: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Ship, Underwater, AirborneActor, Defense, Mine InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Ship, Underwater, AirborneActor, Structure, Defense, Mine InvalidTargets: NoAutoTarget ^AutoTargetAllAssaultMove: Inherits: ^AutoTargetAll AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move AttackMove: AssaultMoveCondition: assault-move ^PlayerHandicaps: HandicapFirepowerMultiplier: HandicapDamageMultiplier: HandicapProductionTimeMultiplier: ^GlobalBounty: GrantConditionOnPrerequisite@GLOBALBOUNTY: Condition: global-bounty Prerequisites: global-bounty GivesBounty: RequiresCondition: global-bounty ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@2: ^IronCurtainable Inherits@3: ^ClassicFacingSpriteActor Inherits@bounty: ^GlobalBounty Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps Huntable: OwnerLostAction: Action: Kill UpdatesPlayerStatistics: Mobile: PauseOnCondition: being-captured Locomotor: wheeled TurnSpeed: 20 Selectable: Bounds: 1024, 1024 Targetable: RequiresCondition: !parachute TargetTypes: GroundActor, Vehicle Targetable@REPAIR: RequiresCondition: !parachute && damaged TargetTypes: Repair GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical Repairable: RepairActors: fix Chronoshiftable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: ActorLostNotification: TextNotification: notification-unit-lost ProximityCaptor: Types: Vehicle GpsDot: String: Vehicle WithDamageOverlay: Guard: Guardable: Tooltip: GenericName: meta-vehicle-generic-name CaptureManager: BeingCapturedCondition: being-captured Capturable: Types: vehicle CancelActivity: True CaptureNotification: Notification: UnitStolen TextNotification: notification-unit-stolen LoseNotification: UnitLost LoseTextNotification: notification-unit-lost MustBeDestroyed: Voiced: VoiceSet: VehicleVoice Parachutable: FallRate: 26 KilledOnImpassableTerrain: true ParachutingCondition: parachute FireWarheadsOnDeath: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall WithFacingSpriteBody: WithParachute: ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,200 RequiresCondition: parachute HitShape: MapEditorData: Categories: Vehicle ^TrackedVehicle: Inherits: ^Vehicle Mobile: Locomotor: tracked ^Infantry: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^InfantryExperienceHospitalOverrides Inherits@4: ^SpriteActor Inherits@bounty: ^GlobalBounty Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps Huntable: OwnerLostAction: Action: Kill DeathTypes: DefaultDeath Health: HP: 2500 Armor: Type: None RevealsShroud: Range: 4c0 Mobile: Speed: 54 AlwaysTurnInPlace: true Locomotor: foot Selectable: Bounds: 768, 853, 0, -256 DecorationBounds: 512, 768, 0, -341 Targetable: RequiresCondition: !parachute TargetTypes: GroundActor, Infantry, Disguise Targetable@HEAL: RequiresCondition: !parachute && damaged TargetTypes: Heal GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: WithDeathAnimation: DeathTypes: DefaultDeath: 1 BulletDeath: 2 SmallExplosionDeath: 3 ExplosionDeath: 4 FireDeath: 5 ElectricityDeath: 6 CrushedSequence: die-crushed AttackMove: Passenger: CargoType: Infantry CargoCondition: disable-experience GainsExperienceMultiplier: Modifier: 0 RequiresCondition: disable-experience HiddenUnderFog: ActorLostNotification: TextNotification: notification-unit-lost GpsDot: String: Infantry Crushable: CrushSound: squishy2.aud Guard: Guardable: Tooltip: GenericName: meta-infantry-generic-name ChangesHealth@HOSPITAL: Step: 500 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: hospitalheal GrantConditionOnPrerequisite@HOSPITAL: Condition: hospital Prerequisites: hosp GrantConditionOnDamageState@HOSPITAL: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical GrantCondition@HOSPITAL: RequiresCondition: hospital && damaged Condition: hospitalheal WithDecoration@REDCROSS: Image: pips Sequence: medic Position: BottomRight Margin: 17, 4 RequiresCondition: hospitalheal BlinkInterval: 32 BlinkPattern: Off, On DeathSounds@NORMAL: DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath DeathSounds@ZAPPED: Voice: Zapped DeathTypes: ElectricityDeath Parachutable: FallRate: 26 KilledOnImpassableTerrain: true GroundCorpseSequence: corpse GroundImpactSound: squishy2.aud WaterImpactSound: splash9.aud WaterCorpseSequence: small_splash ParachutingCondition: parachute Cloneable: Types: Infantry Voiced: VoiceSet: GenericVoice WithParachute: ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,427 RequiresCondition: parachute HitShape: Type: Circle Radius: 128 MapEditorData: Categories: Infantry EdibleByLeap: DetectCloaked: DetectionTypes: Cloak Range: 1c512 ^Soldier: Inherits: ^Infantry UpdatesPlayerStatistics: MustBeDestroyed: ProximityCaptor: Types: Infantry TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne Duration: 50 WithInfantryBody: IdleSequences: idle1,idle2 StandSequences: stand,stand2 AttackFrontal: FacingTolerance: 0 ^CivInfantry: Inherits: ^Infantry Selectable: Class: CivInfantry Valued: Cost: 10 Tooltip: Name: meta-civinfantry-name GenericVisibility: None RevealsShroud: Range: 3c0 Passenger: CustomPipType: gray ProximityCaptor: Types: CivilianInfantry ScaredyCat: Voiced: VoiceSet: CivilianMaleVoice Wanders: MinMoveDelay: 150 MaxMoveDelay: 750 MapEditorData: Categories: Civilian infantry ^ArmedCivilian: Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Armament: Weapon: Pistol Armament@GARRISONED: Name: garrisoned Weapon: Pistol AttackFrontal: FacingTolerance: 0 WithInfantryBody: DefaultAttackSequence: shoot ^Ship: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable Inherits@4: ^SpriteActor Inherits@bounty: ^GlobalBounty Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps Huntable: OwnerLostAction: Action: Kill UpdatesPlayerStatistics: Mobile: Locomotor: naval Selectable: Bounds: 1024, 1024 Targetable: TargetTypes: WaterActor, Ship Targetable@REPAIR: RequiresCondition: damaged TargetTypes: Repair GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical HiddenUnderFog: AttackMove: ActorLostNotification: Notification: NavalUnitLost TextNotification: notification-naval-unit-lost ProximityCaptor: Types: Ship Chronoshiftable: RepairableNear: RepairActors: spen, syrd GpsDot: String: Ship WithDamageOverlay: FireWarheadsOnDeath: Weapon: UnitExplodeShip EmptyWeapon: UnitExplodeShip Guard: Guardable: Tooltip: GenericName: meta-ship-generic-name MustBeDestroyed: MapEditorData: ExcludeTilesets: INTERIOR Categories: Naval Voiced: VoiceSet: VehicleVoice WithFacingSpriteBody: HitShape: ^Submarine: Inherits: ^Ship Targetable: TargetTypes: WaterActor, Ship, Submarine, Repair RequiresCondition: !underwater Targetable@UNDERWATER: TargetTypes: Underwater, Submarine RequiresCondition: underwater Cloak: DetectionTypes: Underwater InitialDelay: 0 CloakDelay: 50 CloakStyle: Color CloakSound: subshow1.aud UncloakSound: subshow1.aud CloakedCondition: underwater PauseOnCondition: cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical -MustBeDestroyed: WithDamageOverlay: MinimumDamageState: Critical ^NeutralPlane: Inherits@1: ^ExistsInWorld Inherits@4: ^SpriteActor Inherits@bounty: ^GlobalBounty Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps OwnerLostAction: Action: Kill Armor: Type: Light UpdatesPlayerStatistics: AppearsOnRadar: UseLocation: true Selectable: Bounds: 1024, 1024 Aircraft: AirborneCondition: airborne Targetable@GROUND: RequiresCondition: !airborne TargetTypes: GroundActor, Vehicle Targetable@AIRBORNE: RequiresCondition: airborne TargetTypes: AirborneActor Targetable@REPAIR: RequiresCondition: !airborne && damaged TargetTypes: Repair GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical HiddenUnderFog: Type: GroundPosition AttackMove: Guard: Guardable: ActorLostNotification: Notification: AirUnitLost TextNotification: notification-airborne-unit-lost ProximityCaptor: Types: Plane EjectOnDeath: PilotActor: E1 SuccessRate: 50 EjectOnGround: false EjectInAir: true AllowUnsuitableCell: true ChuteSound: chute1.aud GpsDot: String: Plane Tooltip: GenericName: meta-neutralplane-generic-name WithShadow: Offset: 43, 128, 0 ZOffset: -129 WithFacingSpriteBody: MustBeDestroyed: Voiced: VoiceSet: GenericVoice HitShape: MapEditorData: Categories: Aircraft SpawnActorOnDeath: RequiresCondition: airborne FireWarheadsOnDeath: Weapon: UnitExplode RequiresCondition: !airborne CaptureManager: Capturable: Types: aircraft RequiresCondition: !airborne CaptureNotification: Notification: UnitStolen TextNotification: notification-unit-stolen LoseNotification: UnitLost LoseTextNotification: notification-unit-lost ^Plane: Inherits: ^NeutralPlane Inherits@2: ^GainsExperience Huntable: Repairable: RepairActors: fix ^Helicopter: Inherits: ^Plane Tooltip: GenericName: meta-helicopter-generic-name Aircraft: CanHover: True CruisingCondition: cruising WaitDistanceFromResupplyBase: 4c0 TakeOffOnResupply: true VTOL: true LandableTerrainTypes: Clear, Rough, Road, Ore, Beach, Gems Crushes: crate, mine, infantry CanSlide: True GpsDot: String: Helicopter Hovers@CRUISING: RequiresCondition: cruising -BodyOrientation: ClassicFacingBodyOrientation: ^BasicBuilding: Inherits@1: ^ExistsInWorld Inherits@2: ^IronCurtainable Inherits@3: ^SpriteActor Inherits@shape: ^1x1Shape Inherits@bounty: ^GlobalBounty Inherits@selection: ^SelectableBuilding Inherits@handicaps: ^PlayerHandicaps Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road RequiresBaseProvider: True BuildSounds: placbldg.aud, build5.aud UndeploySounds: cashturn.aud ActorPreviewPlaceBuildingPreview: PreviewAlpha: 0.65 RequiresBuildableArea: AreaTypes: building SoundOnDamageTransition: DamagedSounds: kaboom1.aud DestroyedSounds: kaboom22.aud WithSpriteBody: FireWarheadsOnDeath: Type: Footprint Weapon: BuildingExplode EmptyWeapon: BuildingExplode CaptureNotification: TextNotification: notification-structure-captured ShakeOnDeath: ProximityCaptor: Types: Building Guardable: Range: 3c0 FrozenUnderFog: FrozenUnderFogUpdatedByGps: Tooltip: GenericName: meta-basicbuilding-generic-name Demolishable: MapEditorData: Categories: Building CommandBarBlacklist: ^Building: Inherits: ^BasicBuilding Huntable: OwnerLostAction: Action: Kill UpdatesPlayerStatistics: GivesBuildableArea: AreaTypes: building, fake RepairableBuilding: RepairStep: 700 PlayerExperience: 5 RepairingNotification: Repairing InstantlyRepairable: AcceptsDeliveredCash: WithMakeAnimation: Condition: build-incomplete CaptureManager: BeingCapturedCondition: being-captured Capturable: RequiresCondition: !build-incomplete Types: building CapturableProgressBar: CapturableProgressBlink: SpawnActorsOnSell: ActorTypes: e1,e1,e1,tecn,tecn2 GuaranteedActorTypes: e1 MustBeDestroyed: RequiredForShortGame: true GpsDot: String: Structure Demolishable: Condition: being-demolished Sellable: RequiresCondition: !build-incomplete && !being-captured && !being-demolished SellSounds: cashturn.aud Notification: StructureSold WithBuildingRepairDecoration: Image: allyrepair Sequence: repair Position: Center Palette: player IsPlayerPalette: True ^ScienceBuilding: Inherits: ^Building SpawnActorsOnSell: ActorTypes: e1,e1,e1,e1,tecn,tecn2,tecn,tecn2,tecn,tecn2,tecn,tecn2,tecn,tecn2,e6,e6,e6,e6,e6,c10,c10,c10,c10 ^Defense: Inherits: ^Building Inherits@selection: ^SelectableCombatBuilding Selectable: Bounds: 1024, 1024 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, Defense MustBeDestroyed: RequiredForShortGame: false -GivesBuildableArea: -AcceptsDeliveredCash: RenderRangeCircle: FireWarheadsOnDeath: Weapon: SmallBuildingExplode EmptyWeapon: SmallBuildingExplode MapEditorData: Categories: Defense -CommandBarBlacklist: ^Wall: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@shape: ^1x1Shape Inherits@handicaps: ^PlayerHandicaps Interactable: Bounds: 1024, 1024 OwnerLostAction: Action: ChangeOwner Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud TerrainTypes: Clear,Road UndeploySounds: cashturn.aud FootprintPlaceBuildingPreview: LineBuildFootprintAlpha: 0.65 RequiresBuildableArea: AreaTypes: building Adjacent: 7 SoundOnDamageTransition: DamagedSounds: sandbag2.aud DestroyedSounds: sandbag2.aud Crushable: CrushClasses: wall LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall Targetable: TargetTypes: GroundActor, DetonateAttack, Wall, NoAutoTarget -GivesExperience: RenderSprites: Palette: effect WithWallSpriteBody: Sellable: SellSounds: cashturn.aud Guardable: FrozenUnderFog: FrozenUnderFogUpdatedByGps: Health: HP: 10000 RadarColorFromTerrain: Terrain: Wall AppearsOnMapPreview: Terrain: Wall MapEditorData: Categories: Wall ^TechBuilding: Inherits: ^BasicBuilding Huntable: Health: HP: 40000 Armor: Type: Wood Tooltip: Name: meta-techbuilding-name GenericVisibility: None FrozenUnderFog: MapEditorData: Categories: Tech building ^FakeBuilding: Inherits: ^Building GivesBuildableArea: AreaTypes: fake RequiresBuildableArea: AreaTypes: fake Health: HP: 10000 FireWarheadsOnDeath: Weapon: Demolish DamageThreshold: 70 RevealsShroud: Range: 1c0 WithDecoration@fake: Position: Top Margin: 0, 4 RequiresSelection: false Image: pips Sequence: tag-fake -SpawnActorsOnSell: -MustBeDestroyed: MapEditorData: Categories: Fake ^InfiltratableFake: Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate InfiltrateForDecoration: Types: SpyInfiltrate Position: Top Margin: 0, 4 RequiresSelection: true Image: pips Sequence: tag-fake ^AmmoBox: Inherits: ^TechBuilding -Selectable: Health: HP: 1000 FireWarheadsOnDeath: Weapon: UnitExplode Tooltip: Name: meta-ammobox-name Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, NoAutoTarget Armor: Type: Light MapEditorData: Categories: Decoration Interactable: Bounds: 1024, 1024 ^CivBuilding: Inherits: ^TechBuilding RenderSprites: Palette: player MapEditorData: ExcludeTilesets: INTERIOR Categories: Civilian building FireWarheadsOnDeath: Weapon: SmallBuildingExplode FireWarheadsOnDeath@CIVPANIC: Weapon: CivPanicExplosion ^CivField: Inherits: ^CivBuilding -HitShape: -Health: -FireWarheadsOnDeath: -FireWarheadsOnDeath@CIVPANIC: -Selectable: -ScriptTriggers: Tooltip: Name: meta-civfield-name -Targetable: -Demolishable: MapEditorData: ExcludeTilesets: INTERIOR Interactable: ^CivHaystackOrIgloo: Inherits: ^CivField MapEditorData: ExcludeTilesets: DESERT, INTERIOR -Tooltip: GrantConditionOnTileSet@WINTER: Condition: winter TileSets: SNOW Tooltip@WINTER: Name: meta-civhaystackorigloo.winter-name RequiresCondition: winter GenericVisibility: None ShowOwnerRow: false Tooltip@SUMMER: Name: meta-civhaystackorigloo.summer-name RequiresCondition: !winter GenericVisibility: None ShowOwnerRow: false ^Tree: Inherits@1: ^SpriteActor Inherits@shape: ^1x1Shape Interactable: Tooltip: Name: meta-tree-name ShowOwnerRow: false RenderSprites: Palette: terrain WithSpriteBody: Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree Health: HP: 50000 Armor: Type: Tree Targetable: TargetTypes: Trees WithDamageOverlay@SmallBurn: DamageTypes: Incendiary Image: burn-s Palette: effect MinimumDamageState: Light MaximumDamageState: Medium WithDamageOverlay@MediumBurn: DamageTypes: Incendiary Image: burn-m Palette: effect MinimumDamageState: Medium MaximumDamageState: Heavy WithDamageOverlay@LargeBurn: DamageTypes: Incendiary Image: burn-l Palette: effect MinimumDamageState: Heavy MaximumDamageState: Dead HiddenUnderShroud: MapEditorData: ExcludeTilesets: INTERIOR Categories: Tree RequiresSpecificOwners: ValidOwnerNames: Neutral ^TreeHusk: Inherits@1: ^SpriteActor Interactable: RenderSprites: Palette: terrain AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree Building: Footprint: x Dimensions: 1,1 WithSpriteBody: Tooltip: Name: meta-treehusk-name ShowOwnerRow: false HiddenUnderShroud: MapEditorData: Categories: Tree RequiresSpecificOwners: ValidOwnerNames: Neutral ^Box: Inherits: ^Tree RenderSprites: Palette: player Tooltip: Name: meta-box-name MapEditorData: -ExcludeTilesets: Categories: Decoration ^BasicHusk: Interactable: Health: HP: 28000 Armor: Type: Heavy HiddenUnderFog: Type: CenterPosition AlwaysVisibleRelationships: None ScriptTriggers: WithFacingSpriteBody: HitShape: MapEditorData: Categories: Husk ^Husk: Inherits: ^BasicHusk Inherits@2: ^ClassicFacingSpriteActor Husk: AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach Locomotor: tracked WithIdleOverlay@Burns: Image: fire Sequence: 1 IsDecoration: true ChangesHealth: Step: -200 StartIfBelow: 101 Delay: 8 OwnerLostAction: Action: ChangeOwner CaptureManager: Capturable: Types: husk TransformOnCapture: ForceHealthPercentage: 15 InfiltrateForTransform: Types: Husk ForceHealthPercentage: 15 WithColoredOverlay@IDISABLE: Color: 000000B4 Targetable: TargetTypes: GroundActor, Husk, NoAutoTarget RequiresForceFire: true Chronoshiftable: Tooltip: GenericName: meta-husk-generic-name ^PlaneHusk: Inherits: ^BasicHusk Inherits@2: ^SpriteActor Targetable: TargetTypes: AirborneActor, Husk, NoAutoTarget WithShadow: Offset: 43, 128, 0 ZOffset: -129 Tooltip: GenericName: meta-planehusk-generic-name Aircraft: FallsToEarth: Moves: True Velocity: 86 Explosion: UnitExplodePlane MaximumSpinSpeed: 0 -MapEditorData: RevealOnDeath: Duration: 60 Radius: 4c0 ^HelicopterHusk: Inherits: ^BasicHusk Inherits@2: ^ClassicFacingSpriteActor Targetable: TargetTypes: AirborneActor, Husk, NoAutoTarget WithShadow: Offset: 43, 128, 0 ZOffset: -129 Tooltip: GenericName: meta-helicopterhusk-generic-name Aircraft: CanHover: True VTOL: true CanSlide: True FallsToEarth: Explosion: UnitExplodeHeli -MapEditorData: RevealOnDeath: Duration: 60 Radius: 4c0 ^Bridge: Inherits@shape: ^1x1Shape AlwaysVisible: Tooltip: Name: meta-bridge-name ShowOwnerRow: false Targetable: TargetTypes: GroundActor, WaterActor, Bridge RequiresForceFire: true Building: Footprint: ____ ____ Dimensions: 4,2 Health: HP: 100000 Armor: Type: Concrete ScriptTriggers: BodyOrientation: QuantizedFacings: 1 Interactable: Bounds: 4096, 2048 ShakeOnDeath: Duration: 15 Intensity: 6 ^Rock: Inherits@1: ^SpriteActor Interactable: Tooltip: Name: meta-rock-name ShowOwnerRow: false RenderSprites: Palette: desert WithSpriteBody: Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree HiddenUnderShroud: MapEditorData: RequireTilesets: DESERT Categories: Decoration RequiresSpecificOwners: ValidOwnerNames: Neutral ^DesertCivBuilding: Inherits: ^CivBuilding RenderSprites: Palette: desert MapEditorData: RequireTilesets: DESERT ^Crate: Inherits@1: ^SpriteActor Interactable: Bounds: 1024, 1024 HiddenUnderFog: Tooltip: Name: meta-crate.name GenericName: meta-crate.generic-name ShowOwnerRow: false Crate: Duration: 4500 TerrainTypes: Clear, Rough, Road, Ore, Beach, Water RenderSprites: Palette: effect Image: scrate WithCrateBody: XmasImages: xcratea, xcrateb, xcratec, xcrated LandSequence: land WaterSequence: water Parachutable: FallRate: 26 KilledOnImpassableTerrain: false ParachutingCondition: parachute Passenger: WithParachute: Image: parach Sequence: idle OpeningSequence: open ShadowImage: parach-shadow ShadowSequence: idle RequiresCondition: parachute MapEditorData: Categories: System ^Mine: Inherits: ^SpriteActor Interactable: Bounds: 1024, 1024 WithSpriteBody: HiddenUnderFog: Mine: CrushClasses: mine DetonateClasses: mine AvoidFriendly: false BlockFriendly: false Health: HP: 5000 NotifyAppliedDamage: false Armor: Type: Light Cloak: CloakSound: UncloakSound: CloakStyle: None DetectionTypes: Mine InitialDelay: 0 Tooltip: Name: meta-mine-name Targetable: TargetTypes: GroundActor, Mine Immobile: OccupiesSpace: true HitShape: MapEditorData: Categories: System ^DisableOnLowPower: WithColoredOverlay@IDISABLE: RequiresCondition: disabled Color: 000000B4 GrantConditionOnPowerState@LOWPOWER: Condition: lowpower ValidPowerStates: Low, Critical GrantCondition@IDISABLE: RequiresCondition: lowpower Condition: disabled ^DisableOnLowPowerOrPowerDown: Inherits: ^DisableOnLowPower GrantCondition@IDISABLE: RequiresCondition: lowpower || powerdown Condition: disabled ToggleConditionOnOrder: DisabledSound: EnablePower EnabledSound: DisablePower Condition: powerdown OrderName: PowerDown WithDecoration@POWERDOWN: Image: poweroff Sequence: offline Palette: chrome RequiresCondition: powerdown Position: Center Offsets: repairing: 10, 0 PowerMultiplier@POWERDOWN: RequiresCondition: powerdown Modifier: 0 RepairableBuilding: RepairCondition: repairing WithBuildingRepairDecoration: Offsets: powerdown: -10, 0 ^DisabledByPowerOutage: WithColoredOverlay@IDISABLE: RequiresCondition: disabled Color: 000000B4 GrantCondition@IDISABLE: RequiresCondition: power-outage Condition: disabled AffectedByPowerOutage: Condition: power-outage InfiltrateForPowerOutage: Types: SpyInfiltrate PlayerExperience: 10 Power: RequiresCondition: !disabled ^Selectable: Selectable: SelectionDecorations: WithSpriteControlGroupDecoration: Margin: -2, 0 DrawLineToTarget: ^SelectableCombatUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 10 PriorityModifiers: Ctrl ^SelectableSupportUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 8 PriorityModifiers: Ctrl, Alt ^SelectableEconomicUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 6 PriorityModifiers: Ctrl, Alt ^SelectableCombatBuilding: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 4 ^SelectableBuilding: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 2 ^CargoPips: WithCargoPipsDecoration: Position: BottomLeft Margin: 4, 3 RequiresSelection: true CustomPipSequences: gray: pip-gray yellow: pip-yellow blue: pip-blue red: pip-red ^PrimaryBuilding: PrimaryBuilding: PrimaryCondition: primary SelectionNotification: PrimaryBuildingSelected SelectionTextNotification: notification-primary-building-selected WithDecoration@primary: RequiresCondition: primary Position: Top Margin: 0, 4 RequiresSelection: true Image: pips Sequence: tag-primary