Files
OpenRA/mods/d2k/rules/structures.yaml

855 lines
16 KiB
YAML

^concrete:
Building:
Adjacent: 4
TerrainTypes: Rock
BuildSounds: CHUNG.WAV
AllowInvalidPlacement: true
LaysTerrain:
Template: 88
TerrainTypes: Rock
Tooltip:
Name: Concrete
Description: Provides a strong foundation that prevents\ndamage from the terrain.
RenderSprites:
KillsSelf:
RemoveInstead: true
Buildable:
Queue: Building
BuildPaletteOrder: 10
concretea:
Inherits: ^concrete
Building:
Footprint: xx xx
Dimensions: 2,2
Valued:
Cost: 20
concreteb:
Inherits: ^concrete
Building:
Footprint: xxx xxx xxx
Dimensions: 3,3
Valued:
Cost: 50
conyard:
Inherits: ^Building
Building:
Footprint: xxx xxx
Dimensions: 3,2
Adjacent: 4
LaysTerrain:
TerrainTypes: Rock
Template: 88
Bib:
Selectable:
Bounds: 96,64
Health:
HP: 1000
Armor:
Type: Concrete
RevealsShroud:
Range: 10c0
Production:
Produces: Building
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
CustomSellValue:
Value: 2000
BaseBuilding:
ProductionBar:
Power:
Amount: 20
RenderBuilding:
Image: conyard.harkonnen
RaceImages:
atreides: conyard.atreides
ordos: conyard.ordos
corrino: conyard.corrino
WithBuildingPlacedOverlay:
Palette: d2k
PrimaryBuilding:
power:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 10
Selectable:
Bounds: 64,64
Valued:
Cost: 300
Tooltip:
Name: Windtrap
Description: Provides power for other structures
Building:
Footprint: xx xx
Dimensions: 2,2
Bib:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RenderBuilding:
Image: power.harkonnen
RaceImages:
atreides: power.atreides
ordos: power.ordos
WithIdleOverlay@ZAPS:
Sequence: idle-zaps
Power:
Amount: 100
ScalePowerWithHealth:
ProvidesPrerequisite@buildingname:
barracks:
Inherits: ^Building
Buildable:
Prerequisites: power
Queue: Building
BuildPaletteOrder: 40
Selectable:
Bounds: 64,64
Valued:
Cost: 300
Tooltip:
Name: Barracks
Description: Trains infantry
Building:
Footprint: =x xx
Dimensions: 2,2
Bib:
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
RallyPoint:
RallyPoint: 1,3
Exit@1:
SpawnOffset: 352,576,0
ExitCell: 0,2
Exit@2:
SpawnOffset: 512,480,0
ExitCell: 1,2
Production:
Produces: Infantry
PrimaryBuilding:
ProductionBar:
ProvidesPrerequisite@atreides:
Prerequisite: barracks.atreides
Race: atreides
ProvidesPrerequisite@ordos:
Prerequisite: barracks.ordos
Race: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: barracks.harkonnen
Race: harkonnen
ProvidesPrerequisite@medics:
Prerequisite: barracks.medics
Race: atreides, ordos
Power:
Amount: -20
RenderBuilding:
Image: barracks.harkonnen
RaceImages:
atreides: barracks.atreides
ordos: barracks.ordos
ProvidesPrerequisite@buildingname:
refinery:
Inherits: ^Building
Buildable:
Prerequisites: power
Queue: Building
BuildPaletteOrder: 20
Selectable:
Bounds: 96,64
Valued:
Cost: 1500
Tooltip:
Name: Spice Refinery
Description: Harvesters unload Spice here for processing
Building:
Footprint: =xx xx=
Dimensions: 3,2
Bib:
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
Refinery:
DockAngle: 160
DockOffset: 2,1
TickRate: 20
StoresResources:
PipColor: green
PipCount: 10
Capacity: 2000
CustomSellValue:
Value: 500
FreeActorWithDelivery:
Actor: harvester
InitialActivity: FindResources
DeliveryOffset: 2,2
DeliveringActor: carryall.reinforce
Facing: 160
RenderBuilding:
Image: refinery.harkonnen
RaceImages:
atreides: refinery.atreides
ordos: refinery.ordos
WithDockingOverlay@SMOKE:
Sequence: smoke
Power:
Amount: -30
WithIdleOverlay@TOP:
Sequence: idle-top
ProvidesPrerequisite@buildingname:
silo:
Inherits: ^Building
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 30
Selectable:
Bounds: 32,32
Valued:
Cost: 150
Tooltip:
Name: Silo
Description: Stores excess harvested Spice
Building:
Adjacent: 4
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingSilo:
Image: silo.harkonnen
RaceImages:
atreides: silo.atreides
ordos: silo.ordos
StoresResources:
PipColor: green
PipCount: 5
Capacity: 2000
-EmitInfantryOnSell:
Power:
Amount: -5
MustBeDestroyed:
RequiredForShortGame: false
light:
Inherits: ^Building
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 70
Selectable:
Bounds: 96,64
Valued:
Cost: 500
Tooltip:
Name: Light Factory
Description: Produces light vehicles
Building:
Footprint: xxx xx=
Dimensions: 3,2
Bib:
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RenderBuilding:
Image: light.harkonnen
RaceImages:
atreides: light.atreides
ordos: light.ordos
RallyPoint:
RallyPoint: 2,2
Exit@1:
SpawnOffset: 544,-224,0
ExitCell: 2,1
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
ProvidesPrerequisite@atreides:
Prerequisite: light.atreides
Race: atreides
ProvidesPrerequisite@ordos:
Prerequisite: light.ordos
Race: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: light.harkonnen
Race: harkonnen
ProvidesPrerequisite@TRIKES:
Prerequisite: light.regulartrikes
Race: atreides, harkonnen
WithProductionOverlay@WELDING:
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -20
heavy:
Inherits: ^Building
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 100
Selectable:
Bounds: 96,96
Valued:
Cost: 2000
Tooltip:
Name: Heavy Factory
Description: Produces heavy vehicles
Building:
Footprint: _x_ xxx =xx
Dimensions: 3,3
Bib:
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RallyPoint:
RallyPoint: 0,3
Exit@1:
SpawnOffset: 256,192,0
ExitCell: 0,2
Production:
Produces: Armor
PrimaryBuilding:
ProductionBar:
ProvidesPrerequisite@atreides:
Prerequisite: heavy.atreides
Race: atreides
ProvidesPrerequisite@ordos:
Prerequisite: heavy.ordos
Race: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: heavy.harkonnen
Race: harkonnen
RenderBuilding:
Image: heavy.harkonnen
RaceImages:
atreides: heavy.atreides
ordos: heavy.ordos
corrino: heavy.corrino
WithProductionOverlay@WELDING:
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
radar:
Inherits: ^Building
RequiresPower:
CanPowerDown:
DisabledOverlay:
Buildable:
Prerequisites: barracks, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 50
Selectable:
Bounds: 96,64
Valued:
Cost: 700
Tooltip:
Name: Outpost
Description: Provides a radar map of the battlefield\n Requires power to operate
Building:
Footprint: xxx xxx
Dimensions: 3,2
Bib:
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
ProvidesRadar:
DetectCloaked:
Range: 6
RenderDetectionCircle:
RenderBuilding:
Image: radar.harkonnen
RaceImages:
atreides: radar.atreides
ordos: radar.ordos
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
starport:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Starport
Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
Buildable:
Prerequisites: radar, ~techlevel.high
Queue: Building
BuildPaletteOrder: 80
Building:
Footprint: xxx x=x =x=
Dimensions: 3,3
Selectable:
Bounds: 96,64
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 7c0
RallyPoint:
RallyPoint: 1,3
Exit@1:
SpawnOffset: 0,-480,0
ExitCell: 2,2
Exit@2:
SpawnOffset: 0,-480,0
ExitCell: 0,2
ProductionAirdrop:
Produces: Starport
ActorType: frigate
RenderBuilding:
Image: starport.harkonnen
RaceImages:
atreides: starport.atreides
ordos: starport.ordos
corrino: starport.corrino
WithDeliveryOverlay:
Palette: starportlights
ProductionBar:
PrimaryBuilding:
RequiresPower:
CanPowerDown:
DisabledOverlay:
ProvidesPrerequisite@atreides:
Prerequisite: starport.atreides
Race: atreides
ProvidesPrerequisite@ordos:
Prerequisite: starport.ordos
Race: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: starport.harkonnen
Race: harkonnen
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
wall:
Buildable:
Queue: Building
Prerequisites: barracks
BuildPaletteOrder: 60
SoundOnDamageTransition:
DamagedSounds:
DestroyedSounds: EXPLSML4.WAV
Valued:
Cost: 100
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
Description: Stop units and blocks enemy fire.
AppearsOnRadar:
Building:
BuildSounds: CHUNG.WAV
Adjacent: 7
TerrainTypes: Rock, Concrete
Health:
HP: 300
Armor:
Type: Concrete
Crushable:
CrushClasses: Concretewall
BlocksProjectiles:
LineBuild:
Range: 8
NodeTypes: wall, turret
LineBuildNode:
Types: wall
TargetableBuilding:
TargetTypes: Ground
RenderBuildingWall:
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ProximityCaptor:
Types: Wall
Sellable:
SellSounds: CHUNG.WAV
Guardable:
BodyOrientation:
ThrowsShrapnel:
Weapons: shrapnel
Pieces: 3, 7
Range: 2c0, 5c0
guntower:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: barracks
BuildPaletteOrder: 90
Valued:
Cost: 650
Tooltip:
Name: Gun Tower
Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Building:
Adjacent: 4
BuildSounds: CHUNG.WAV
Sellable:
SellSounds: CHUNG.WAV
Selectable:
Bounds: 32,40,0,-8
Priority: 3
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Concrete
RevealsShroud:
Range: 8c0
RenderRangeCircle:
-RenderBuilding:
RenderBuildingWall:
BodyOrientation:
QuantizedFacings: 32
WithTurret:
WithMuzzleFlash:
Turreted:
ROT: 6
InitialFacing: 128
Armament:
Weapon: TurretGun
LocalOffset: 512,0,432
MuzzleSequence: muzzle
AttackTurreted:
AutoTarget:
RenderDetectionCircle:
DetectCloaked:
Range: 5
-WithCrumbleOverlay:
-WithMakeAnimation:
LineBuildNode:
Types: turret
Power:
Amount: -20
MustBeDestroyed:
RequiredForShortGame: false
rockettower:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: radar, ~techlevel.medium
BuildPaletteOrder: 120
Valued:
Cost: 850
Tooltip:
Name: Rocket Tower
Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate
Building:
Adjacent: 4
BuildSounds: CHUNG.WAV
Sellable:
SellSounds: CHUNG.WAV
Selectable:
Bounds: 32,40,0,-8
Priority: 3
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Concrete
RevealsShroud:
Range: 10c0
RenderRangeCircle:
-RenderBuilding:
RenderBuildingWall:
BodyOrientation:
QuantizedFacings: 32
WithTurret:
Armament:
Weapon: TowerMissile
LocalOffset: 256,384,768, 256,-384,768
AttackTurreted:
Turreted:
ROT: 8
InitialFacing: 128
AutoTarget:
RequiresPower:
CanPowerDown:
DisabledOverlay:
RenderDetectionCircle:
DetectCloaked:
Range: 6
-WithCrumbleOverlay:
-WithMakeAnimation:
LineBuildNode:
Types: turret
Power:
Amount: -30
MustBeDestroyed:
RequiredForShortGame: false
repair:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: heavy, ~techlevel.medium
BuildPaletteOrder: 130
Valued:
Cost: 500
Tooltip:
Name: Repair Pad
Description: Repairs vehicles\n Allows construction of MCVs
Building:
Footprint: =x= =x= ===
Dimensions: 3,3
Health:
HP: 500
Armor:
Type: Concrete
RevealsShroud:
Range: 5c0
Reservable:
RepairsUnits:
Interval: 15
ValuePercentage: 50
FinishRepairingNotification: UnitRepaired
RallyPoint:
RallyPoint: 1,3
RenderBuilding:
Image: repair.harkonnen
RaceImages:
atreides: repair.atreides
ordos: repair.ordos
WithRepairOverlay:
Palette: repairlights
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
hightech:
Inherits: ^Building
Buildable:
Prerequisites: radar, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 110
Selectable:
Bounds: 96,96
Valued:
Cost: 750
Tooltip:
Name: High Tech Facility
Description: Unlocks advanced technology
ProductionFromMapEdge:
Produces: Aircraft
Exit:
SpawnOffset: 0,0,728
ExitCell: 0,0
Building:
Footprint: _x_ xxx xxx
Dimensions: 3,3
Bib:
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RenderBuilding:
Image: hightech.harkonnen
RaceImages:
atreides: hightech.atreides
ordos: hightech.ordos
WithProductionOverlay@WELDING:
Sequence: production-welding
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
research:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: hightech, ~techlevel.high
BuildPaletteOrder: 140
Selectable:
Bounds: 96,64
Valued:
Cost: 1500
Tooltip:
Name: Ix Lab
Description: Unlocks experimental tanks\n Special Ability: Carryall Combat Drop
ParatroopersPower:
Icon: paratroopers
Prerequisites: ~techlevel.superweapons
UnitType: carryall.infantry
FlareTime: 0
ChargeTime: 180
Description: Paratroopers
LongDesc: A Carryall drops a squad of Infantry \nanywhere on the map
DropItems: RIFLE, RIFLE, BAZOOKA, BAZOOKA, ENGINEER, BAZOOKA, RIFLE, RIFLE
SelectTargetSound:
FlareType:
Building:
Footprint: _x_ xxx xxx
Dimensions: 3,3
Bib:
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RenderBuilding:
Image: research.harkonnen
RaceImages:
atreides: research.atreides
ordos: research.ordos
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
palace:
Inherits: ^Building
Buildable:
Prerequisites: research, ~techlevel.high
Queue: Building
BuildPaletteOrder: 150
Selectable:
Bounds: 96,96
Valued:
Cost: 2000
Tooltip:
Name: Palace
Description: Unlocks elite infantry and support powers
Building:
Footprint: xx= xxx =xx
Dimensions: 3,3
Bib:
HasMinibib: True
Health:
HP: 2000
Armor:
Type: Wood
RevealsShroud:
Range: 8c0
RenderBuilding:
Image: palace.harkonnen
RaceImages:
atreides: palace.atreides
ordos: palace.ordos
corrino: palace.corrino
RenderDetectionCircle:
DetectCloaked:
Range: 4
Power:
Amount: -50
ProvidesPrerequisite@airstrike:
Prerequisite: palace.airstrike
Race: atreides, ordos
ProvidesPrerequisite@nuke:
Prerequisite: palace.nuke
Race: harkonnen
AirstrikePower:
Icon: ornistrike
Prerequisites: ~techlevel.superweapons, ~palace.airstrike
Description: Air Strike
ChargeTime: 180
SquadSize: 3
LongDesc: Ornithopter drops a load of parachuted\nbombs on your target
UnitType: orni.bomber
SelectTargetSound:
DisplayBeacon: True
CameraActor: camera
NukePower:
Icon: deathhand
Prerequisites: ~techlevel.superweapons, ~palace.nuke
ChargeTime: 300
Description: Death Hand
LongDesc: Launches a nuclear missile at a target location
BeginChargeSound: HI_PREP.AUD
EndChargeSound: HI_DHRDY.AUD
SelectTargetSound:
LaunchSound:
IncomingSound:
MissileWeapon: atomic
SpawnOffset: -512,1c171,0
DisplayBeacon: True
DisplayRadarPing: True
CameraActor: camera
CanPowerDown:
DisabledOverlay:
RequiresPower:
SupportPowerChargeBar:
ProvidesPrerequisite@buildingname:
conyard.atreides:
Inherits: conyard
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceRace: atreides
RenderBuilding:
Image: conyard.atreides
-RaceImages:
conyard.harkonnen:
Inherits: conyard
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceRace: harkonnen
RenderBuilding:
Image: conyard.harkonnen
-RaceImages:
conyard.ordos:
Inherits: conyard
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceRace: ordos
RenderBuilding:
Image: conyard.ordos
-RaceImages: