Files
OpenRA/mods/ts/rules/shared-structures.yaml
reaperrr be310ab6a6 Streamline resource anim traits
- Replaces WithSiloAnimation with
  WithResourceLevelSpriteBody.

PlayFetchIndex on a With*Animation trait conflicts
with the animation concept, as it's bound to conflict
with pretty much all 'normal' animation traits and
blocks progress on the animation priority system.

We also already have multiple similar SpriteBody traits,
like WithGateSpriteBody and WithWallSpriteBody.

- Rename WithResources to WithResourceLevelOverlay

Make name more accurate and consistent with sprite body
equivalent.
Also fix TS silo yaml setup (bleed setup stems from times
before WithResources was introduced).
2018-12-24 21:29:42 +13:00

223 lines
4.4 KiB
YAML

GACNST:
Inherits: ^Building
Inherits@SHAPE: ^3x3Shape
Building:
Footprint: xxx xxx xxx
BuildSounds: facbld1.aud
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
Description: Builds base structures.
Health:
HP: 150000
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Production:
Produces: Building,Defense
PauseOnCondition: empdisable
Valued:
Cost: 2500
Tooltip:
Name: Construction Yard
CustomSellValue:
Value: 2500
BaseBuilding:
Transforms:
RequiresCondition: factundeploy && !build-incomplete
PauseOnCondition: being-demolished
IntoActor: mcv
Offset: 1,1
Facing: 96
DeployCursor: undeploy
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
Condition: factundeploy
Prerequisites: global-factundeploy
ProductionBar@Building:
ProductionType: Building
ProductionBar@Defense:
ProductionType: Defense
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithIdleOverlay@SIDE:
RequiresCondition: !build-incomplete
Sequence: idle-side
WithIdleOverlay@FRONT:
RequiresCondition: !build-incomplete
Sequence: idle-front
WithBuildingPlacedOverlay:
RequiresCondition: !build-incomplete
Power:
Amount: 0
Selectable:
Bounds: 144, 60, 0, -6
DecorationBounds: 144, 80, 0, -12
ProvidesPrerequisite@gdi:
Factions: gdi
Prerequisite: structures.gdi
ProvidesPrerequisite@nod:
Factions: nod
Prerequisite: structures.nod
SelectionDecorations:
PROC:
Inherits: ^Building
Inherits@SHAPE: ^4x3FactoryWithBibShape
Valued:
Cost: 2000
Tooltip:
Name: Tiberium Refinery
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: anypower, ~techlevel.low
Description: Processes raw Tiberium\ninto useable resources.
Building:
Footprint: xxX= xx== xxX=
Dimensions: 4,3
Selectable:
Bounds: 134, 96, 0, -12
DecorationBounds: 134, 122, 0, -18
Health:
HP: 90000
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
TiberianSunRefinery:
DockAngle: 160
DockOffset: 2,1
DiscardExcessResources: true
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 2000
CustomSellValue:
Value: 600
FreeActor:
Actor: HARV
SpawnOffset: 2,1
Facing: 160
WithIdleOverlay@REDLIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-redlights
WithIdleOverlay@BIB:
RequiresCondition: !build-incomplete
Sequence: bib
WithDockedOverlay@FLAME:
RequiresCondition: !build-incomplete
Sequence: flame
Palette: effect
WithDockingOverlay@UNLOAD:
RequiresCondition: !build-incomplete
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
SelectionDecorations:
RenderSprites:
Image: proc.gdi
FactionImages:
gdi: proc.gdi
nod: proc.nod
GrantConditionOnPlayerResources:
Condition: contains-tiberium
Explodes:
RequiresCondition: contains-tiberium
Weapon: TiberiumExplosion
GASILO:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: proc, ~techlevel.low
Description: Stores excess Tiberium.
Valued:
Cost: 150
Tooltip:
Name: Silo
Building:
Footprint: xx xx
Dimensions: 2, 2
Selectable:
Bounds: 80, 48, -5, 0
DecorationBounds: 80, 48, -5, 0
-GivesBuildableArea:
Health:
HP: 30000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
RenderSprites:
Image: gasilo.gdi
FactionImages:
gdi: gasilo.gdi
nod: gasilo.nod
WithResourceLevelOverlay@FILLSTAGE:
RequiresCondition: !build-incomplete
Sequence: stages
WithSpriteBody:
Sequence: idle-underlay
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights
StoresResources:
PipColor: Green
PipCount: 5
Capacity: 1500
Power:
Amount: -10
SelectionDecorations:
GrantConditionOnPlayerResources:
Condition: contains-tiberium
Explodes:
RequiresCondition: contains-tiberium
Weapon: TiberiumExplosion
ANYPOWER:
AlwaysVisible:
Interactable:
Tooltip:
Name: Power Plant
Buildable:
Description: Power Plant
BARRACKS:
AlwaysVisible:
Interactable:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
FACTORY:
AlwaysVisible:
Interactable:
Tooltip:
Name: Vehicle Production
Buildable:
Description: Vehicle Production
RADAR:
AlwaysVisible:
Interactable:
Tooltip:
Name: Radar
Buildable:
Description: Radar
TECH:
AlwaysVisible:
Interactable:
Tooltip:
Name: Tech Center
Buildable:
Description: Tech Center