Files
OpenRA/mods/ra/rules/defaults.yaml
2020-08-02 22:15:13 +02:00

1278 lines
26 KiB
YAML

^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
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
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 1
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 2
WithDecoration@RANK-3:
Image: rank
Sequence: rank-veteran-3
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 3
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: 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
^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
Huntable:
OwnerLostAction:
Action: Kill
UpdatesPlayerStatistics:
Mobile:
PauseOnCondition: being-captured
Locomotor: wheeled
TurnSpeed: 20
Selectable:
Bounds: 24, 24
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:
ProximityCaptor:
Types: Vehicle
GpsDot:
String: Vehicle
WithDamageOverlay:
Guard:
Guardable:
Tooltip:
GenericName: Vehicle
CaptureManager:
BeingCapturedCondition: being-captured
Capturable:
Types: vehicle
CancelActivity: True
CaptureNotification:
Notification: UnitStolen
LoseNotification: UnitLost
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
Parachutable:
FallRate: 26
KilledOnImpassableTerrain: true
ParachutingCondition: parachute
Explodes:
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
Huntable:
OwnerLostAction:
Action: Kill
DeathTypes: DefaultDeath
Health:
HP: 2500
Armor:
Type: None
RevealsShroud:
Range: 4c0
Mobile:
Speed: 56
AlwaysTurnInPlace: true
Locomotor: foot
Selectable:
Bounds: 18,20,0,-6
DecorationBounds: 12,18,0,-8
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:
GpsDot:
String: Infantry
Crushable:
CrushSound: squishy2.aud
Guard:
Guardable:
Tooltip:
GenericName: Soldier
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:
CloakTypes: Cloak
Range: 1c0
^Soldier:
Inherits: ^Infantry
UpdatesPlayerStatistics:
MustBeDestroyed:
ProximityCaptor:
Types: Infantry
TakeCover:
DamageModifiers:
Prone50Percent: 50
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1,idle2
StandSequences: stand,stand2
AttackFrontal:
^CivInfantry:
Inherits: ^Infantry
Selectable:
Class: CivInfantry
Valued:
Cost: 10
Tooltip:
Name: Civilian
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
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^Ship:
Inherits@1: ^ExistsInWorld
Inherits@2: ^GainsExperience
Inherits@3: ^IronCurtainable
Inherits@4: ^SpriteActor
Inherits@bounty: ^GlobalBounty
Inherits@selection: ^SelectableCombatUnit
Huntable:
OwnerLostAction:
Action: Kill
UpdatesPlayerStatistics:
Mobile:
Locomotor: naval
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: WaterActor, Ship
Targetable@REPAIR:
RequiresCondition: damaged
TargetTypes: Repair
GrantConditionOnDamageState@DAMAGED:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
HiddenUnderFog:
AttackMove:
ActorLostNotification:
Notification: NavalUnitLost
ProximityCaptor:
Types: Ship
Chronoshiftable:
RepairableNear:
RepairActors: spen, syrd
GpsDot:
String: Ship
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
GenericName: Ship
MustBeDestroyed:
MapEditorData:
ExcludeTilesets: INTERIOR
Categories: Naval
Voiced:
VoiceSet: VehicleVoice
WithFacingSpriteBody:
HitShape:
^NeutralPlane:
Inherits@1: ^ExistsInWorld
Inherits@4: ^SpriteActor
Inherits@bounty: ^GlobalBounty
Inherits@selection: ^SelectableCombatUnit
Huntable:
OwnerLostAction:
Action: Kill
Armor:
Type: Light
UpdatesPlayerStatistics:
AppearsOnRadar:
UseLocation: true
Selectable:
Bounds: 24,24
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
ProximityCaptor:
Types: Plane
EjectOnDeath:
PilotActor: E1
SuccessRate: 50
EjectOnGround: false
EjectInAir: true
AllowUnsuitableCell: true
ChuteSound: chute1.aud
GpsDot:
String: Plane
Tooltip:
GenericName: Plane
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
MustBeDestroyed:
Voiced:
VoiceSet: GenericVoice
HitShape:
MapEditorData:
Categories: Aircraft
SpawnActorOnDeath:
RequiresCondition: airborne
Explodes:
Weapon: UnitExplode
RequiresCondition: !airborne
^Plane:
Inherits: ^NeutralPlane
Inherits@2: ^GainsExperience
Repairable:
RepairActors: fix
^Helicopter:
Inherits: ^Plane
Tooltip:
GenericName: Helicopter
Aircraft:
CanHover: True
CruisingCondition: cruising
WaitDistanceFromResupplyBase: 4c0
TakeOffOnResupply: true
VTOL: true
LandableTerrainTypes: Clear, Rough, Road, Ore, Beach, Gems
Crushes: crate, mine, infantry
InitialFacing: 896
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
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:
OverridePalette: placebuilding
RequiresBuildableArea:
AreaTypes: building
SoundOnDamageTransition:
DamagedSounds: kaboom1.aud
DestroyedSounds: kaboom22.aud
WithSpriteBody:
Explodes:
Type: Footprint
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
ShakeOnDeath:
ProximityCaptor:
Types: Building
Guardable:
Range: 3c0
FrozenUnderFog:
FrozenUnderFogUpdatedByGps:
Tooltip:
GenericName: Structure
Demolishable:
MapEditorData:
Categories: Building
CommandBarBlacklist:
^Building:
Inherits: ^BasicBuilding
Huntable:
OwnerLostAction:
Action: Kill
UpdatesPlayerStatistics:
GivesBuildableArea:
AreaTypes: building, fake
RepairableBuilding:
RepairStep: 700
PlayerExperience: 25
RepairingNotification: Repairing
EngineerRepairable:
AcceptsDeliveredCash:
WithMakeAnimation:
Condition: build-incomplete
CaptureManager:
BeingCapturedCondition: being-captured
Capturable:
RequiresCondition: !build-incomplete
Types: building
CapturableProgressBar:
CapturableProgressBlink:
SpawnActorsOnSell:
ActorTypes: e1,e1,e1,tecn,tecn2
MustBeDestroyed:
RequiredForShortGame: true
GpsDot:
String: Structure
Demolishable:
Condition: being-demolished
Sellable:
RequiresCondition: !build-incomplete && !being-captured && !being-demolished
SellSounds: cashturn.aud
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,chan,chan,chan,chan
^Defense:
Inherits: ^Building
Inherits@selection: ^SelectableCombatBuilding
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: GroundActor, C4, DetonateAttack, Structure, Defense
MustBeDestroyed:
RequiredForShortGame: false
-GivesBuildableArea:
-AcceptsDeliveredCash:
RenderRangeCircle:
Explodes:
Weapon: SmallBuildingExplode
EmptyWeapon: SmallBuildingExplode
MapEditorData:
Categories: Defense
-CommandBarBlacklist:
^Wall:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@shape: ^1x1Shape
Interactable:
Bounds: 24,24
OwnerLostAction:
Action: ChangeOwner
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: placbldg.aud
TerrainTypes: Clear,Road
UndeploySounds: cashturn.aud
FootprintPlaceBuildingPreview:
LineBuildSegmentPalette: placelinesegment
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: Civilian Building
GenericVisibility: None
FrozenUnderFog:
MapEditorData:
Categories: Tech building
^FakeBuilding:
Inherits: ^Building
GivesBuildableArea:
AreaTypes: fake
RequiresBuildableArea:
AreaTypes: fake
Health:
HP: 10000
Explodes:
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
Explodes:
Weapon: UnitExplode
Tooltip:
Name: Ammo Box
Targetable:
TargetTypes: GroundActor, C4, DetonateAttack, Structure, NoAutoTarget
Armor:
Type: Light
MapEditorData:
Categories: Decoration
Interactable:
Bounds: 24,24
^CivBuilding:
Inherits: ^TechBuilding
RenderSprites:
Palette: player
MapEditorData:
ExcludeTilesets: INTERIOR
Categories: Civilian building
SpawnActorOnDeath@1:
Actor: c1
Probability: 40
SpawnActorOnDeath@2:
Actor: c4
Probability: 20
SpawnActorOnDeath@3:
Actor: c3
Probability: 15
Explodes:
Weapon: SmallBuildingExplode
Explodes@CIVPANIC:
Weapon: CivPanicExplosion
^CivField:
Inherits: ^CivBuilding
-HitShape:
-Health:
-Explodes:
-Explodes@CIVPANIC:
-Selectable:
Tooltip:
Name: Field
-Targetable:
-Demolishable:
MapEditorData:
ExcludeTilesets: INTERIOR
Interactable:
^Tree:
Inherits@1: ^SpriteActor
Inherits@shape: ^1x1Shape
Interactable:
Tooltip:
Name: Tree
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:
ScriptTriggers:
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: Tree (Burnt)
ShowOwnerRow: false
HiddenUnderShroud:
ScriptTriggers:
MapEditorData:
Categories: Tree
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Box:
Inherits: ^Tree
RenderSprites:
Palette: player
Tooltip:
Name: Boxes
MapEditorData:
-ExcludeTilesets:
Categories: Decoration
^BasicHusk:
Interactable:
Health:
HP: 28000
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
AlwaysVisibleStances: None
ScriptTriggers:
WithFacingSpriteBody:
HitShape:
MapEditorData:
Categories: Husk
^Husk:
Inherits: ^BasicHusk
Inherits@2: ^ClassicFacingSpriteActor
Husk:
AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach
Burns:
Damage: 200
OwnerLostAction:
Action: ChangeOwner
CaptureManager:
Capturable:
Types: husk
ValidStances: Enemy, Neutral
TransformOnCapture:
ForceHealthPercentage: 25
InfiltrateForTransform:
Types: Husk
ForceHealthPercentage: 25
WithColoredOverlay@IDISABLE:
Palette: disabled
Targetable:
TargetTypes: GroundActor, Husk, NoAutoTarget
RequiresForceFire: true
Chronoshiftable:
Tooltip:
GenericName: Destroyed Vehicle
^PlaneHusk:
Inherits: ^BasicHusk
Inherits@2: ^SpriteActor
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Plane
Aircraft:
FallsToEarth:
Moves: True
Velocity: 86
Explosion: UnitExplodePlane
MaximumSpinSpeed: 0
-MapEditorData:
RevealOnDeath:
Duration: 60
Radius: 4c0
^HelicopterHusk:
Inherits: ^BasicHusk
Inherits@2: ^ClassicFacingSpriteActor
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Helicopter
Aircraft:
CanHover: True
VTOL: true
CanSlide: True
FallsToEarth:
Explosion: UnitExplodeHeli
-MapEditorData:
RevealOnDeath:
Duration: 60
Radius: 4c0
^Bridge:
Inherits@shape: ^1x1Shape
AlwaysVisible:
Tooltip:
Name: Bridge
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: 96,48
ShakeOnDeath:
Duration: 15
Intensity: 6
^Rock:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Rock
ShowOwnerRow: false
RenderSprites:
Palette: desert
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
AppearsOnMapPreview:
Terrain: Tree
HiddenUnderShroud:
ScriptTriggers:
MapEditorData:
RequireTilesets: DESERT
Categories: Decoration
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^DesertCivBuilding:
Inherits: ^CivBuilding
RenderSprites:
Palette: desert
MapEditorData:
RequireTilesets: DESERT
^Crate:
Inherits@1: ^SpriteActor
Interactable:
Bounds: 24,24
HiddenUnderFog:
Tooltip:
Name: Crate
GenericName: Crate
ShowOwnerRow: false
Crate:
Lifetime: 180
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: 24,24
WithSpriteBody:
HiddenUnderFog:
Mine:
CrushClasses: mine
DetonateClasses: mine
AvoidFriendly: false
BlockFriendly: false
Health:
HP: 10000
NotifyAppliedDamage: false
Armor:
Type: Light
Cloak:
CloakSound:
UncloakSound:
Palette:
CloakTypes: Mine
InitialDelay: 0
Tooltip:
Name: Mine
Targetable:
TargetTypes: GroundActor, Mine
Immobile:
OccupiesSpace: true
HitShape:
MapEditorData:
Categories: System
^DisableOnLowPower:
WithColoredOverlay@IDISABLE:
RequiresCondition: disabled
Palette: disabled
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
Palette: disabled
GrantCondition@IDISABLE:
RequiresCondition: power-outage
Condition: disabled
AffectedByPowerOutage:
Condition: power-outage
InfiltrateForPowerOutage:
Types: SpyInfiltrate
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
WithDecoration@primary:
RequiresCondition: primary
Position: Top
Margin: 0, 4
RequiresSelection: true
Image: pips
Sequence: tag-primary