674 lines
13 KiB
YAML
674 lines
13 KiB
YAML
DOG:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Dog
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BuildPaletteOrder: 50
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Prerequisites: ~kenn, ~techlevel.infonly
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Description: Anti-infantry unit.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 200
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Tooltip:
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Name: Attack Dog
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GenericName: Dog
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Selectable:
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Bounds: 12,17,-1,-4
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SelectionDecorations:
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VisualBounds: 12,17,-1,-4
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Health:
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HP: 12
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Mobile:
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Speed: 99
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Voice: Move
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Guard:
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Voice: Move
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Passenger:
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Voice: Move
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RevealsShroud:
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Range: 5c0
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Armament:
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Weapon: DogJaw
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AttackLeap:
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Voice: Attack
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AttackMove:
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Voice: Move
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AutoTarget:
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InitialStance: AttackAnything
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Targetable:
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TargetTypes: Ground, Infantry
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WithInfantryBody:
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DefaultAttackSequence: shoot
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StandSequences: stand
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IgnoresDisguise:
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DetectCloaked:
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CloakTypes: Cloak, Hijacker
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Voiced:
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VoiceSet: DogVoice
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-TakeCover:
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E1:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 10
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
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Selectable:
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Class: E1
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Valued:
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Cost: 100
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Tooltip:
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Name: Rifle Infantry
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Health:
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HP: 50
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Armament@PRIMARY:
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Weapon: M1Carbine
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Vulcan
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E1R1:
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Inherits: E1
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RenderSprites:
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Image: E1
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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-Buildable:
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E2:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~barr, ~techlevel.infonly
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Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 160
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Tooltip:
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Name: Grenadier
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Health:
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HP: 50
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Mobile:
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Speed: 71
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Armament@PRIMARY:
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Weapon: Grenade
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LocalOffset: 0,0,555
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FireDelay: 15
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Grenade
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FireDelay: 15
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TakeCover:
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ProneOffset: 256,64,-331
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: throw
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Explodes:
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Weapon: UnitExplodeSmall
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Chance: 50
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E3:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 30
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
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Selectable:
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Class: E3
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Valued:
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Cost: 300
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Tooltip:
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Name: Rocket Soldier
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Health:
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HP: 45
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Armament@PRIMARY:
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Weapon: RedEye
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LocalOffset: 0,0,555
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Armament@SECONDARY:
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Name: secondary
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Weapon: Dragon
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LocalOffset: 0,0,555
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Dragon
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TakeCover:
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ProneOffset: 384,0,-395
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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AutoTarget:
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ScanRadius: 5
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E3R1:
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Inherits: E3
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RenderSprites:
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Image: E3
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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-Buildable:
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E4:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 70
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Prerequisites: ~barr, ftur, ~techlevel.low
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Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 300
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Tooltip:
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Name: Flamethrower
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Health:
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HP: 40
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Armament@PRIMARY:
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Weapon: Flamer
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LocalOffset: 700,0,500
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FireDelay: 8
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Flamer
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TakeCover:
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ProneOffset: 160,0,-288
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E6:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 60
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: Infiltrates and captures\nenemy structures.\n Unarmed
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Valued:
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Cost: 500
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Tooltip:
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Name: Engineer
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Passenger:
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PipType: Yellow
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EngineerRepair:
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RepairsBridges:
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ExternalCaptures:
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Type: building
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PlayerExperience: 25
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-AutoTarget:
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Voiced:
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VoiceSet: EngineerVoice
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Selectable:
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Priority: 5
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SPY:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 90
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Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
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Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft\n Special Ability: Disguised
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Valued:
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Cost: 500
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-Tooltip:
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DisguiseTooltip:
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Name: Spy
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GenericName: Soldier
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-Guard:
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RevealsShroud:
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Range: 5c0
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Passenger:
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PipType: Yellow
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Voice: Move
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Disguise:
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Voice: Move
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DisguisedCondition: disguise
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Infiltrates:
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Types: SpyInfiltrate
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PlayerExperience: 50
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AutoTarget:
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InitialStance: HoldFire
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InitialStanceAI: HoldFire
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ScanRadius: 5
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-WithInfantryBody:
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WithDisguisingInfantryBody:
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AttackSequence: shoot
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IdleSequences: idle1,idle2
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StandSequences: stand,stand2
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WithDecoration@disguise:
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Image: pips
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Sequence: pip-disguise
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Palette: effect
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ReferencePoint: Top, Right
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ZOffset: 256
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RequiresCondition: disguise
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IgnoresDisguise:
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DetectCloaked:
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CloakTypes: Cloak, Hijacker
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Armament:
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Weapon: SilencedPPK
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AttackFrontal:
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AttackMove:
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Voice: Move
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Voiced:
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VoiceSet: SpyVoice
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SPY.England:
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Inherits: SPY
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Buildable:
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Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
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Valued:
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Cost: 250
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GivesExperience:
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Experience: 500
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DisguiseTooltip:
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Name: British Spy
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RenderSprites:
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Image: spy
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E7:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 120
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Prerequisites: ~tent, atek, ~techlevel.high
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BuildLimit: 1
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Description: Elite commando infantry. Armed with\ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained.
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Valued:
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Cost: 1200
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Tooltip:
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Name: Tanya
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Health:
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HP: 100
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Mobile:
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Speed: 71
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Voice: Move
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Guard:
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Voice: Move
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RevealsShroud:
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Range: 6c0
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Demolition:
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DetonationDelay: 45
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Voice: Demolish
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Passenger:
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PipType: Red
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Voice: Move
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Armament@PRIMARY:
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Weapon: Colt45
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Armament@SECONDARY:
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Weapon: Colt45
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Colt45
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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StandSequences: stand
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AnnounceOnBuild:
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AnnounceOnKill:
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Voiced:
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VoiceSet: TanyaVoice
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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MEDI:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~tent, ~techlevel.infonly
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Description: Heals nearby infantry.\n Unarmed
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Valued:
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Cost: 200
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Tooltip:
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Name: Medic
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Health:
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HP: 80
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RevealsShroud:
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Range: 3c0
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Passenger:
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PipType: Yellow
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Armament:
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Weapon: Heal
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Cursor: heal
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OutsideRangeCursor: heal
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TargetStances: Ally
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ForceTargetStances: None
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AttackFrontal:
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WithInfantryBody:
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StandSequences: stand
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DefaultAttackSequence: heal
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Voiced:
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VoiceSet: MedicVoice
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MECH:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 100
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Prerequisites: ~tent, fix, ~techlevel.medium
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Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed
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Valued:
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Cost: 500
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Tooltip:
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Name: Mechanic
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Health:
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HP: 80
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Mobile:
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Voice: Move
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RevealsShroud:
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Range: 3c0
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Passenger:
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PipType: Yellow
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Voice: Move
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Armament:
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Weapon: Repair
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Cursor: repair
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OutsideRangeCursor: repair
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TargetStances: Ally
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ForceTargetStances: None
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AttackFrontal:
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Voice: Move
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Captures:
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CaptureTypes: husk
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PlayerExperience: 25
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WithInfantryBody:
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DefaultAttackSequence: repair
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StandSequences: stand
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Voiced:
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VoiceSet: MechanicVoice
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EINSTEIN:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: Prof. Einstein
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Mobile:
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Speed: 71
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Voiced:
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VoiceSet: EinsteinVoice
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DELPHI:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: Agent Delphi
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Mobile:
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Speed: 71
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CHAN:
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Inherits: ^CivInfantry
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Valued:
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Cost: 500
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Selectable:
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Class: CHAN
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Tooltip:
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Name: Scientist
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GNRL:
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Inherits@1: ^CivInfantry
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Inherits@2: ^ArmedCivilian
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-Wanders:
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Tooltip:
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Name: General
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Selectable:
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Class: GNRL
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Mobile:
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Voice: Move
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AttackFrontal:
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Voice: Attack
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AttackMove:
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Voice: Move
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Passenger:
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Voice: Move
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Guard:
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Voice: Move
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Voiced:
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VoiceSet: StavrosVoice
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-ScaredyCat:
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WithInfantryBody:
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IdleSequences: idle1
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THF:
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Inherits: ^Soldier
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Valued:
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Cost: 400
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Tooltip:
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Name: Thief
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RevealsShroud:
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Range: 5c0
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Passenger:
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PipType: Yellow
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Infiltrates:
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InfiltrateTypes: Cash
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PlayerExperience: 50
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-AutoTarget:
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Voiced:
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VoiceSet: ThiefVoice
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WithInfantryBody:
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-IdleSequences:
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StandSequences: stand
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Buildable:
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Description: Steals enemy credits.\n Unarmed
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HIJACKER:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 110
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Prerequisites: ~barr, fix, ~techlevel.medium
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Description: Hijacks enemy vehicles.\n Unarmed
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Valued:
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Cost: 500
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Tooltip:
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Name: Hijacker
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Health:
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HP: 50
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RevealsShroud:
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Range: 5c0
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Passenger:
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PipType: Yellow
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Captures:
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CaptureTypes: vehicle
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PlayerExperience: 50
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-AutoTarget:
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Voiced:
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VoiceSet: ThiefVoice
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-TakeCover:
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WithInfantryBody:
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-IdleSequences:
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StandSequences: stand
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Crushable:
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WarnProbability: 95
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Cloak:
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InitialDelay: 250
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CloakDelay: 120
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UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
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CloakTypes: Cloak, Hijacker
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IsPlayerPalette: true
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RequiresCondition: !cloak-force-disabled
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GrantConditionOnDamageState@UNCLOAK:
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Condition: cloak-force-disabled
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ValidDamageStates: Critical
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Mobile:
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Speed: 85
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SHOK:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 130
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Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
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Description: Elite infantry with portable tesla coils.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft
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Valued:
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Cost: 400
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Tooltip:
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Name: Shock Trooper
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Health:
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HP: 60
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Mobile:
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Voice: Move
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RevealsShroud:
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Range: 5c0
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Armament@PRIMARY:
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Weapon: PortaTesla
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LocalOffset: 427,0,341
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: PortaTesla
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TakeCover:
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ProneOffset: 227,0,-245
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AttackFrontal:
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Voice: Attack
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AttackMove:
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Voice: Move
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Passenger:
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Voice: Move
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Guard:
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Voice: Move
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WithInfantryBody:
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DefaultAttackSequence: shoot
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Voiced:
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VoiceSet: ShokVoice
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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SNIPER:
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Inherits: ^Soldier
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Valued:
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Cost: 700
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Tooltip:
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Name: Sniper
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 80
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Prerequisites: ~disabled
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Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
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Health:
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HP: 80
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Passenger:
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PipType: Red
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RevealsShroud:
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Range: 6c0
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AutoTarget:
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InitialStance: HoldFire
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InitialStanceAI: ReturnFire
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Armament@PRIMARY:
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Weapon: Sniper
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Sniper
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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Cloak:
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InitialDelay: 250
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CloakDelay: 120
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CloakSound:
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UncloakSound:
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UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
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IsPlayerPalette: true
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RequiresCondition: !cloak-force-disabled
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GrantConditionOnDamageState@UNCLOAK:
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Condition: cloak-force-disabled
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ValidDamageStates: Critical
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DetectCloaked:
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CloakTypes: Cloak, Hijacker
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Range: 6c0
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-MustBeDestroyed:
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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Zombie:
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Inherits: ^Soldier
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Valued:
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Cost: 100
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Tooltip:
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Name: Zombie
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 200
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Prerequisites: ~barracks, ~bio
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Description: Slow undead. Attacks in close combat.
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Health:
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HP: 250
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Mobile:
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Speed: 42
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AutoTarget:
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ScanRadius: 5
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: bite
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IdleSequences: idle1
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Armament:
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Weapon: claw
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Voiced:
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VoiceSet: AntVoice
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-TakeCover:
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Ant:
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Inherits: ^Infantry
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Valued:
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Cost: 300
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Tooltip:
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Name: Giant Ant
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GenericName: Ant
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 1954
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Prerequisites: ~barracks, ~bio
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Description: Irradiated insect that grew oversize.
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Selectable:
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Bounds: 24,24,0,-5
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SelectionDecorations:
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VisualBounds: 30,30,0,-2
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Health:
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HP: 750
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Shape: Circle
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Radius: 469
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Mobile:
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Speed: 99
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TurnSpeed: 12
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SharesCell: no
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-Crushable:
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AutoTarget:
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ScanRadius: 5
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: bite
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Armament:
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Weapon: mandible
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Targetable:
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TargetTypes: Ground, Infantry, Ant
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WithDeathAnimation:
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UseDeathTypeSuffix: false
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Voiced:
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VoiceSet: AntVoice
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