Files
OpenRA/mods/cnc/rules/defaults.yaml
forcecore 53e7cf0ef1 Rules updated to unhardcode cloak diable on criticalHP
Rules updated for CNC mod (uncloak on critical HP)

STNK, stealth crate are affected

Rules updated for D2K mod (uncloak on critical HP)

Saboteur, fremen, stealth raider affected

Rules updated for RA mod (uncloak on critical HP)

Affects
Hijacker, sniper, sub, msub, hbox, stnk.
Mines are not affected, they are not exactly "stealth".
Hijackers and snipers aren't machines and should be able to hide
themselves even when they are wounded but for least surprise to
players, uncloaking stays as well.

Rules updated for TS mod (uncloak on critical HP)

Only affects STNK.
Things that are cloak generators will stay cloaked even when critical
HP! The cloak generation mechanism is by the cloak generator!
2017-02-24 20:55:06 -06:00

895 lines
17 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
ConditionManager:
RenderDebugState:
^SpriteActor:
BodyOrientation:
QuantizeFacingsFromSequence:
AutoSelectionSize:
RenderSprites:
^GainsExperience:
GainsExperience:
Conditions:
200: rank-veteran
400: rank-veteran
800: rank-veteran
1600: rank-veteran
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
InaccuracyMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 90
InaccuracyMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 80
InaccuracyMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 70
InaccuracyMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 50
SelfHealing@ELITE:
Step: 2
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@RANK-1:
Image: rank
Sequence: rank-veteran-1
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 1
ZOffset: 256
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 2
ZOffset: 256
WithDecoration@RANK-3:
Image: rank
Sequence: rank-veteran-3
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 3
ZOffset: 256
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-elite
ZOffset: 256
^AcceptsCloakCrate:
Cloak:
InitialDelay: 15
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: trans1.aud
RequiresCondition: cloak && !uncloak
ExternalCondition@CLOAK:
Condition: cloak
GrantConditionOnDamageState@UNCLOAK:
Condition: uncloak
ValidDamageStates: Critical
^Vehicle:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 50
Road: 100
Tiberium: 50
BlueTiberium: 50
Beach: 50
TurnSpeed: 5
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Vehicle
Repairable:
Passenger:
CargoType: Vehicle
ActorLostNotification:
HiddenUnderFog:
AttackMove:
DrawLineToTarget:
WithDamageOverlay:
WithFacingSpriteBody:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Guard:
Guardable:
Tooltip:
GenericName: Vehicle
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
BodyOrientation:
UseClassicFacingFudge: True
^Tank:
Inherits: ^Vehicle
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Tiberium: 70
BlueTiberium: 70
Beach: 70
TurnSpeed: 5
Tooltip:
GenericName: Tank
^Helicopter:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
AppearsOnRadar:
UseLocation: yes
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Aircraft:
RepairBuildings: hpad
LandWhenIdle: false
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
HiddenUnderFog:
Type: GroundPosition
ActorLostNotification:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
AttackMove:
DrawLineToTarget:
Guard:
Guardable:
Tooltip:
GenericName: Helicopter
WithFacingSpriteBody:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Hovers@CRUISING:
RequiresCondition: cruising
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
BodyOrientation:
UseClassicFacingFudge: True
^Infantry:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
Health:
Shape: Circle
Radius: 128
Armor:
Type: None
RevealsShroud:
Range: 5c0
Mobile:
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Tiberium: 70
PathingCost: 300
BlueTiberium: 70
PathingCost: 300
Beach: 80
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 12,17,0,-6
Targetable:
TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
WithDeathAnimation:
DeathTypes:
DefaultDeath: 1
BulletDeath: 1
RippedApartDeath: 2
SmallExplosionDeath: 3
ExplosionDeath: 4
FireDeath: 5
TiberiumDeath: 6
CrushedSequence: die-crushed
AttackMove:
DrawLineToTarget:
Passenger:
CargoType: Infantry
HiddenUnderFog:
DamagedByTerrain:
Terrain: Tiberium, BlueTiberium
Damage: 2
DamageInterval: 16
DamageTypes: TiberiumDeath
RequiresCondition: !hazmatsuits
GrantConditionOnPrerequisite@BIO:
Condition: hazmatsuits
Prerequisites: bio
WithDecoration@HAZMAT:
Image: pips
Sequence: pip-hazmat
ReferencePoint: Bottom, Right
RequiresCondition: hazmatsuits
ActorLostNotification:
SpawnActorOnDeath:
Probability: 5
Actor: vice
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TiberiumDeath
RequiresLobbyCreeps: true
Crushable:
WarnProbability: 75
CrushSound: squish2.aud
Guardable:
SelfHealing@HOSPITAL:
Step: 5
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
Condition: hospitalheal
Prerequisites: hosp
WithDecoration@REDCROSS:
Image: pips
Sequence: pip-heal
ReferencePoint: Bottom, Right
RequiresCondition: hospitalheal
DetectCloaked:
Range: 2c0
DeathSounds@NORMAL:
DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@POISONED:
Voice: Poisoned
DeathTypes: TiberiumDeath
Voiced:
VoiceSet: GenericVoice
^Soldier:
Inherits: ^Infantry
MustBeDestroyed:
Tooltip:
GenericName: Soldier
Guard:
AutoTarget:
ScanRadius: 4
TakeCover:
SpeedModifier: 60
DamageModifiers:
Prone50Percent: 50
DamageTriggers: TriggerProne
ProneOffset: 400,0,0
WithInfantryBody:
IdleSequences: idle1, idle2
StandSequences: stand, stand2
^CivInfantry:
Inherits: ^Infantry
Valued:
Cost: 70
Tooltip:
Name: Civilian
GenericVisibility: None
Mobile:
Speed: 56
Health:
HP: 25
RevealsShroud:
Range: 2c0
ActorLostNotification:
Notification: CivilianKilled
NotifyAll: true
ScaredyCat:
Crushable:
CrushSound: squish2.aud
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
^ArmedCivilian:
Armament:
Weapon: Pistol
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^DINO:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Huntable:
Health:
HP: 1000
Shape: Circle
Radius: 128
Armor:
Type: Wood
Buildable:
Queue: Biolab
BuildPaletteOrder: 50
Prerequisites: ~disabled
Valued:
Cost: 1000
Tooltip:
Name: Dinosaur
RevealsShroud:
Range: 6c0
Mobile:
Crushes: crate
Speed: 113
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Tiberium: 70
BlueTiberium: 70
Beach: 80
Voice: Move
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Creep
HiddenUnderFog:
RenderSprites:
Palette: terrain
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
UseDeathTypeSuffix: false
AutoTarget:
ScanRadius: 4
AttackMove:
Voice: Attack
AttackFrontal:
Voice: Attack
DrawLineToTarget:
DeathSounds:
Voiced:
VoiceSet: DinoVoice
^Viceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Huntable:
Health:
HP: 300
Shape: Circle
Radius: 427
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
Mobile:
Voice: Move
Speed: 71
TerrainSpeeds:
Clear: 70
Rough: 60
Road: 70
Tiberium: 100
BlueTiberium: 100
Beach: 60
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Creep
AutoTarget:
ScanRadius: 5
AttackMove:
Voice: Attack
DrawLineToTarget:
HiddenUnderFog:
Valued:
Cost: 1000
Tooltip:
Name: Visceroid
Armament:
Weapon: Chemspray
LocalOffset: 384,0,0
MuzzleSequence: muzzle
AttackFrontal:
Voice: Attack
BodyOrientation:
QuantizedFacings: 8
WithSpriteBody:
WithMuzzleOverlay:
Guard:
Voice: Move
Guardable:
DamagedByTerrain:
Damage: -1
DamageInterval: 4
DamageTypes: TiberiumDeath
Terrain: Tiberium, BlueTiberium
Voiced:
VoiceSet: DinoVoice
^Plane:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Huntable:
AppearsOnRadar:
UseLocation: yes
HiddenUnderFog:
Type: GroundPosition
AlwaysVisibleStances: None
ActorLostNotification:
AttackMove:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
FlyAwayOnIdle:
RejectsOrders:
Aircraft:
CruiseAltitude: 2560
^Ship:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Targetable:
TargetTypes: Ground, Water
HiddenUnderFog:
ActorLostNotification:
AttackMove:
DrawLineToTarget:
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
GenericName: Ship
Voiced:
VoiceSet: VehicleVoice
^Building:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Huntable:
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, C4, Structure
Armor:
Type: Wood
Building:
Dimensions: 1,1
Footprint: x
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: crumble.aud
WithSpriteBody:
Explodes:
Type: Footprint
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
Notification: BuildingCaptured
NewOwnerVoice: no
ActorLostNotification:
Notification: BuildingLost
ShakeOnDeath:
Guardable:
Range: 3c0
Tooltip:
GenericName: Structure
FrozenUnderFog:
Demolishable:
^BaseBuilding:
Inherits: ^Building
Building:
Adjacent: 4
RequiresBaseProvider: true
BuildSounds: constru2.aud, hvydoor1.aud
TerrainTypes: Clear,Road
MustBeDestroyed:
RequiredForShortGame: true
RepairableBuilding:
RepairPercent: 40
RepairStep: 14
PlayerExperience: 15
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
GivesBuildableArea:
EmitInfantryOnSell:
ActorTypes: e6,e1,e1,e1
EngineerRepairable:
Sellable:
SellSounds: cashturn.aud
Capturable:
WithMakeAnimation:
^CivBuilding:
Inherits: ^Building
-ConditionManager:
Health:
HP: 400
Tooltip:
GenericName: Civilian Building
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
^CivBuildingHusk:
Inherits@1: ^SpriteActor
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
WithSpriteBody:
Tooltip:
GenericName: Civilian Building (Destroyed)
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
^TechBuilding:
Inherits: ^CivBuilding
Capturable:
CaptureNotification:
Notification: CivilianBuildingCaptured
RepairableBuilding:
RepairPercent: 40
RepairStep: 14
PlayerExperience: 15
EngineerRepairable:
RevealsShroud:
Range: 3c0
Tooltip:
ShowOwnerRow: True
^CivField:
Inherits: ^CivBuilding
-Selectable:
-SelectionDecorations:
Tooltip:
GenericName: Field
-Explodes:
-Targetable:
-Demolishable:
RenderSprites:
Palette: terrain
^CivFieldHusk:
Inherits@1: ^SpriteActor
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: _
Tooltip:
Name: Field (Destroyed)
GenericVisibility: None
ShowOwnerRow: false
RenderSprites:
Palette: terrain
WithSpriteBody:
FrozenUnderFog:
ScriptTriggers:
^Wall:
Inherits@1: ^SpriteActor
CombatDebugOverlay:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
Adjacent: 7
TerrainTypes: Clear,Road
Targetable:
TargetTypes: Ground, Wall
Crushable:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
RenderSprites:
Palette: staticterrain
WithWallSpriteBody:
GivesExperience:
AutoTargetIgnore:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
ScriptTriggers:
Health:
HP: 100
Shape: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^Tree:
Inherits@1: ^SpriteActor
Tooltip:
Name: Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
Health:
HP: 500
Armor:
Type: Wood
Targetable:
TargetTypes: Trees
WithDamageOverlay@SmallBurn:
DamageType: Incendiary
Image: burn-s
MinimumDamageState: Light
MaximumDamageState: Medium
WithDamageOverlay@MediumBurn:
DamageType: Incendiary
Image: burn-m
MinimumDamageState: Medium
MaximumDamageState: Heavy
WithDamageOverlay@LargeBurn:
DamageType: Incendiary
Image: burn-l
MinimumDamageState: Heavy
MaximumDamageState: Dead
AutoTargetIgnore:
HiddenUnderShroud:
ScriptTriggers:
^TreeHusk:
Inherits@1: ^SpriteActor
AppearsOnRadar:
Building:
Footprint: __ x_
Dimensions: 2,2
WithSpriteBody:
Tooltip:
Name: Tree (Burnt)
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
^TibTree:
Inherits@1: ^SpriteActor
Tooltip:
Name: Blossom Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
HiddenUnderShroud:
WithMakeAnimation:
^Rock:
Inherits@1: ^SpriteActor
Tooltip:
Name: Rock
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
HiddenUnderShroud:
ScriptTriggers:
EditorTilesetFilter:
RequireTilesets: DESERT
^CommonHuskDefaults:
Inherits@1: ^SpriteActor
Health:
HP: 140
Armor:
Type: Light
HiddenUnderFog:
Type: CenterPosition
AutoTargetIgnore:
WithFacingSpriteBody:
^Husk:
Inherits: ^CommonHuskDefaults
Husk:
AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
Burns:
Interval: 6
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Husk
Capturable:
Type: husk
AllowAllies: yes
CaptureThreshold: 100
TransformOnCapture:
ForceHealthPercentage: 25
Tooltip:
GenericName: Destroyed Vehicle
DisabledOverlay:
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
BodyOrientation:
UseClassicFacingFudge: True
^HelicopterHusk:
Inherits: ^CommonHuskDefaults
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Aircraft:
CanHover: True
FallsToEarth:
Spins: True
Moves: False
Explosion: HeliCrash
Tooltip:
GenericName: Destroyed Helicopter
BodyOrientation:
UseClassicFacingFudge: True
^Bridge:
AlwaysVisible:
Tooltip:
Name: Bridge
ShowOwnerRow: false
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Water
Health:
HP: 500
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: xplobig4.aud
ScriptTriggers:
^Crate:
Inherits@1: ^SpriteActor
HiddenUnderFog:
Tooltip:
Name: Crate
GenericName: Crate
ShowOwnerRow: false
Crate:
TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
RenderSprites:
Palette: effect
Image: crate
WithCrateBody:
XmasImages: xcratea, xcrateb, xcratec, xcrated
^Defense:
Inherits: ^BaseBuilding
AutoTarget:
RenderRangeCircle:
RenderDetectionCircle:
-GivesBuildableArea:
MustBeDestroyed:
RequiredForShortGame: false