Files
OpenRA/mods/ra/rules/defaults.yaml
reaperrr c4597b5c6b Fix RA desert tree fire palette
By default WithDamageOverlay uses the actors'
palette, but RA's desert terrain uses the TD desert.pal
which isn't compatible with RA's fire animation shps.
2019-11-23 18:40:27 +01:00

1245 lines
26 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
ConditionManager:
RenderDebugState:
^SpriteActor:
BodyOrientation:
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
SelfHealing@ELITE:
Step: 0
PercentageStep: 5
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@RANK-1:
Image: rank
Sequence: rank-veteran-1
Palette: effect
ReferencePoint: Bottom, Right
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 1
ZOffset: 256
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
ReferencePoint: Bottom, Right
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 2
ZOffset: 256
WithDecoration@RANK-3:
Image: rank
Sequence: rank-veteran-3
Palette: effect
ReferencePoint: Bottom, Right
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 3
ZOffset: 256
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
ReferencePoint: Bottom, Right
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-elite
ZOffset: 256
^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, Water, Underwater, Defense, Mine
InvalidTargets: NoAutoTarget, WaterStructure
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Water, 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: Air
InvalidTargets: NoAutoTarget
^AutoTargetAll:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Water, Underwater, Air, Defense, Mine
InvalidTargets: NoAutoTarget, WaterStructure
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Water, Underwater, Air, 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
^FlatSelectionMode:
Selectable:
PriorityModifiers: Ctrl
^LowPrioritySelectionMode:
Selectable:
PriorityModifiers: Ctrl, Alt
^Vehicle:
Inherits@1: ^ExistsInWorld
Inherits@2: ^IronCurtainable
Inherits@3: ^SpriteActor
Inherits@bounty: ^GlobalBounty
Inherits@SELECTION_MODE: ^FlatSelectionMode
Huntable:
OwnerLostAction:
Action: Kill
DrawLineToTarget:
UpdatesPlayerStatistics:
Mobile:
PauseOnCondition: being-captured
Locomotor: wheeled
TurnSpeed: 5
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24, 24
Targetable:
RequiresCondition: !parachute
TargetTypes: Ground, 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
BodyOrientation:
UseClassicFacingFudge: True
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_MODE: ^FlatSelectionMode
Huntable:
OwnerLostAction:
Action: Kill
DeathTypes: DefaultDeath
DrawLineToTarget:
Health:
HP: 2500
Armor:
Type: None
RevealsShroud:
Range: 4c0
Mobile:
Speed: 56
Locomotor: foot
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 18,20,0,-6
DecorationBounds: 12,18,0,-8
Targetable:
RequiresCondition: !parachute
TargetTypes: Ground, 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
SelfHealing@HOSPITAL:
Step: 500
Delay: 100
HealIfBelow: 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
ReferencePoint: Bottom, Right
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:
PipType: 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_MODE: ^FlatSelectionMode
Huntable:
OwnerLostAction:
Action: Kill
DrawLineToTarget:
UpdatesPlayerStatistics:
Mobile:
Locomotor: naval
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Water, 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_MODE: ^FlatSelectionMode
Huntable:
OwnerLostAction:
Action: Kill
DrawLineToTarget:
Armor:
Type: Light
UpdatesPlayerStatistics:
AppearsOnRadar:
UseLocation: true
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Aircraft:
AirborneCondition: airborne
Targetable@GROUND:
RequiresCondition: !airborne
TargetTypes: Ground, Vehicle
Targetable@AIRBORNE:
RequiresCondition: airborne
TargetTypes: Air
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: 224
CanSlide: True
GpsDot:
String: Helicopter
Hovers@CRUISING:
RequiresCondition: cruising
BodyOrientation:
UseClassicFacingFudge: True
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^IronCurtainable
Inherits@3: ^SpriteActor
Inherits@shape: ^1x1Shape
Inherits@bounty: ^GlobalBounty
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, 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,tecn
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
ReferencePoint: Center
Palette: player
IsPlayerPalette: True
^ScienceBuilding:
Inherits: ^Building
SpawnActorsOnSell:
ActorTypes: e1,e1,e1,e1,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,e6,e6,e6,e6,e6,chan,chan,chan,chan
^Defense:
Inherits: ^Building
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, Defense
MustBeDestroyed:
RequiredForShortGame: false
-GivesBuildableArea:
-AcceptsDeliveredCash:
DrawLineToTarget:
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: Ground, 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:
RequiresSelection: true
Image: pips
Sequence: tag-fake
ReferencePoint: Top
ZOffset: 256
-SpawnActorsOnSell:
-MustBeDestroyed:
MapEditorData:
Categories: Fake
^InfiltratableFake:
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
InfiltrateForDecoration:
Types: SpyInfiltrate
RequiresSelection: true
Image: pips
Sequence: tag-fake
ReferencePoint: Top
ZOffset: 256
^AmmoBox:
Inherits: ^TechBuilding
-Selectable:
SelectionDecorations:
RenderSelectionBars: False
Health:
HP: 1000
Explodes:
Weapon: UnitExplode
Tooltip:
Name: Ammo Box
Targetable:
TargetTypes: Ground, 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:
-SelectionDecorations:
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: Wood
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:
Inherits@1: ^SpriteActor
Interactable:
Health:
HP: 28000
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
AlwaysVisibleStances: None
ScriptTriggers:
WithFacingSpriteBody:
HitShape:
MapEditorData:
Categories: Husk
^Husk:
Inherits: ^BasicHusk
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: Ground, Husk, NoAutoTarget
RequiresForceFire: true
Chronoshiftable:
Tooltip:
GenericName: Destroyed Vehicle
BodyOrientation:
UseClassicFacingFudge: True
^PlaneHusk:
Inherits: ^BasicHusk
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Plane
Aircraft:
FallsToEarth:
Spins: False
Moves: True
Velocity: 86
Explosion: UnitExplodePlane
-MapEditorData:
RevealOnDeath:
Duration: 60
Radius: 4c0
^HelicopterHusk:
Inherits: ^BasicHusk
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Helicopter
Aircraft:
CanHover: True
VTOL: true
CanSlide: True
FallsToEarth:
Explosion: UnitExplodeHeli
BodyOrientation:
UseClassicFacingFudge: True
-MapEditorData:
RevealOnDeath:
Duration: 60
Radius: 4c0
^Bridge:
Inherits@shape: ^1x1Shape
AlwaysVisible:
Tooltip:
Name: Bridge
ShowOwnerRow: false
Targetable:
TargetTypes: Ground, Water, 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
ConditionManager:
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: Ground, 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
ReferencePoint: 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