Files
OpenRA/mods/ts/rules/nod-structures.yaml

618 lines
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YAML

NAPOWR:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 10
Prerequisites: ~structures.nod, ~techlevel.low
Description: Provides power for other structures.
Valued:
Cost: 300
Tooltip:
Name: Nod Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 75000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: 100
RequiresCondition: !empdisable
Targetable:
TargetTypes: Ground, Building, C4, SpyInfiltrate
ScalePowerWithHealth:
PowerTooltip:
IsometricSelectable:
Height: 48
NAAPWR:
Inherits: ^Building
Inherits@SHAPE: ^2x3Shape
Buildable:
Queue: Building
BuildPaletteOrder: 70
Prerequisites: factory, ~structures.nod, ~techlevel.medium
Description: Provides twice as much power as\nthe normal Power Plant.
Valued:
Cost: 500
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Building:
Footprint: xxx xxx
Dimensions: 2,3
Health:
HP: 75000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: 200
RequiresCondition: !empdisable
Targetable:
TargetTypes: Ground, Building, C4, SpyInfiltrate
ScalePowerWithHealth:
PowerTooltip:
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 48
NAHAND:
Inherits: ^Building
Inherits@SHAPE: ^3x2Shape
Inherits@PRIMARY: ^PrimaryBuilding
Buildable:
Queue: Building
BuildPaletteOrder: 20
Prerequisites: anypower, ~structures.nod, ~techlevel.low
Description: Produces infantry.
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
ProvidesPrerequisite:
Prerequisite: barracks
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 80000
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Exit@1:
SpawnOffset: 384,768,0
ExitCell: 2,2
Priority: 2
Exit@2:
SpawnOffset: 384,768,0
ExitCell: 3,2
Priority: 2
Exit@fallback1:
SpawnOffset: 384,768,0
ExitCell: 1,2
Exit@fallback2:
SpawnOffset: 384,768,0
ExitCell: 3,1
Exit@fallback3:
SpawnOffset: 1086,362,0
ExitCell: 3,0
Exit@fallback4:
SpawnOffset: 1086,362,0
ExitCell: 3,-1
Exit@fallback5:
SpawnOffset: 1086,362,0
ExitCell: 2,-1
Exit@fallback6:
SpawnOffset: 362,-362,0
ExitCell: 1,-1
Exit@fallback7:
SpawnOffset: -362,-1086,0
ExitCell: 0,-1
Exit@fallback8:
SpawnOffset: -362,-1086,0
ExitCell: -1,-1
Exit@fallback9:
SpawnOffset: -362,-1086,0
ExitCell: -1,0
Exit@fallback10:
SpawnOffset: -1086,-362,0
ExitCell: -1,1
Exit@fallback11:
SpawnOffset: -1086,-362,0
ExitCell: -1,2
Exit@fallback12:
SpawnOffset: -1086,-362,0
ExitCell: 0,2
ExitsDebugOverlay:
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Infantry
CommandBarBlacklist:
DisableStop: false
Production:
Produces: Infantry
PauseOnCondition: empdisable
ProductionBar:
ProductionType: Infantry
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
WithIdleOverlay@LIGHT-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-light-bright
Palette: bright
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
NAWEAP:
Inherits: ^Building
Inherits@SHAPE: ^4x3FactoryWithBibShape
Inherits@PRIMARY: ^PrimaryBuilding
Valued:
Cost: 2000
Tooltip:
Name: Nod War Factory
ProvidesPrerequisite:
Prerequisite: factory
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: proc, ~structures.nod, ~techlevel.low
Description: Produces vehicles.
Building:
Footprint: xxX+ xxX+ xxX+
Dimensions: 4,3
Health:
HP: 100000
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Vehicle
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: -384,-384,0
ExitCell: 3,1
ExitDelay: 5
ExitsDebugOverlay:
Production:
Produces: Vehicle
PauseOnCondition: empdisable
ProductionBar:
ProductionType: Vehicle
WithIdleOverlay@ROOF:
RequiresCondition: !build-incomplete
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
RequiresCondition: !build-incomplete
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 48
NAHPAD:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Inherits@PRIMARY: ^PrimaryBuilding
Valued:
Cost: 500
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 80
Queue: Building
Prerequisites: naradr, ~structures.nod, ~techlevel.medium
Description: Produces, rearms and\nrepairs helicopters.
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 60000
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Exit@1:
SpawnOffset: 0,-256,0
Facing: 896
ExitsDebugOverlay:
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Air
CommandBarBlacklist:
DisableStop: false
Production:
Produces: Air
PauseOnCondition: empdisable
Reservable:
RepairsUnits:
HpPerStep: 1000
PauseOnCondition: empdisable
PlayerExperience: 15
StartRepairingNotification: Repairing
StartRepairingTextNotification: Repairing.
FinishRepairingNotification: UnitRepaired
FinishRepairingTextNotification: Unit repaired.
ProductionBar:
ProductionType: Air
WithIdleOverlay@PLATFORM:
RequiresCondition: !build-incomplete
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
WithDeathAnimation@BIB:
DeathSequence: dead-platform
UseDeathTypeSuffix: false
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 36
NARADR:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 40
Prerequisites: proc, ~structures.nod, ~techlevel.low
Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
Valued:
Cost: 1000
Tooltip:
Name: Nod Radar
ProvidesPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 100000
Armor:
Type: Wood
ProvidesRadar:
RequiresCondition: !disabled && !empdisable
InfiltrateForExploration:
DetectCloaked:
Range: 10c0
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
MaxHeightDelta: 3
WithIdleOverlay@DISH:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled || empdisable
Sequence: idle-dish
Targetable:
TargetTypes: Ground, Building, C4, SpyInfiltrate
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 72
NATECH:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPower
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: naweap, naradr, ~structures.nod, ~techlevel.medium
Description: Provides access to advanced Nod technologies.
Valued:
Cost: 1500
Tooltip:
Name: Nod Tech Center
ProvidesPrerequisite:
Prerequisite: tech
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 50000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
NASTLH:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^3x2Shape
HitShape:
TargetableOffsets: 250,0,0, 600,-864,0
Valued:
Cost: 2500
Tooltip:
Name: Stealth Generator
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: proc, natech, ~structures.nod, ~techlevel.high
Description: Generates a cloaking field\nto hide your forces from the enemy.
Building:
Footprint: xxx XXX
Dimensions: 3,2
Health:
HP: 60000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
WithIdleOverlay@pulse:
RequiresCondition: !build-incomplete && !empdisable && !disabled
Sequence: pulse
WithRangeCircle:
Range: 12c0
Type: cloakgenerator
Power:
Amount: -350
ProximityExternalCondition:
RequiresCondition: !empdisable && !disabled
Condition: cloakgenerator
Range: 12c0
EnableSound: cloak5.aud
DisableSound: cloak5.aud
AffectsParent: true
NATMPL:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^4x3Shape
HitShape:
TargetableOffsets: -1280,363,0
Buildable:
Queue: Building
BuildPaletteOrder: 110
Prerequisites: natech, ~structures.nod, ~techlevel.high
Description: Provides access to advanced Nod technologies.
ProvidesPrerequisite@buildingname:
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
Building:
Footprint: xxxx xxxx xxxX
Dimensions: 4,3
RequiresBuildableArea:
Adjacent: 3
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
Power:
Amount: -200
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights-bright
Palette: bright
ProduceActorPower:
PauseOnCondition: empdisable || disabled
Name: Hunter Seeker
Description: Releases a drone that will acquire and destroy an enemy target.
Prerequisites: ~techlevel.superweapons
Icon: hunterseeker
Actors: hunter
Type: HunterSeeker
ChargeInterval: 18000
Production:
Produces: HunterSeeker
PauseOnCondition: empdisable
Exit@1:
ExitsDebugOverlay:
IsometricSelectable:
Height: 60
NAMISL:
Inherits: ^Building
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 120
Prerequisites: natech, ~structures.nod, ~techlevel.superweapons
BuildLimit: 1
Description: Launches a devastating missile\nat a target location.\nRequires power to operate.\nMaximum 1 can be built.
Valued:
Cost: 1300
Tooltip:
Name: Nod Missile Silo
ProvidesPrerequisite:
Prerequisite: tech
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SupportPowerChargeBar:
NukePower:
PauseOnCondition: empdisable || disabled
Cursor: nuke
Icon: clustermissile
ChargeInterval: 13500
Name: Cluster Missile
Description: Launches an explosive cluster warhead\nat a target location.
EndChargeSpeechNotification: ClusterMissileReady
SelectTargetSpeechNotification: SelectTarget
IncomingSpeechNotification: MissileLaunchDetected
EndChargeTextNotification: Cluster missile ready.
SelectTargetTextNotification: Select target.
IncomingTextNotification: Missile launch detected.
LaunchSound: icbm1.aud
MissileWeapon: ClusterMissile
MissileImage: ClusterMissile
MissileDelay: 18
DetonationAltitude: 5c0
SpawnOffset: 0, 0c128, 0c512
DisplayTimerRelationships: None
DisplayBeacon: False
DisplayRadarPing: True
BeaconPoster:
CameraRange: 10c0
FlightVelocity: 1c0
TrailImage: small_smoke_trail
TrailInterval: 0
TrailSequences: idle
WithSupportPowerActivationOverlay:
Palette: player-nobright
IsPlayerPalette: True
WithSupportPowerActivationOverlay@BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights-bright
Palette: bright
NAWAST:
Inherits: ^Building
HitShape:
Type: Rectangle
TopLeft: -1536, -1536
BottomRight: 512, 1536
Valued:
Cost: 1600
Tooltip:
Name: Waste Refinery
Buildable:
Queue: Building
BuildPaletteOrder: 130
Prerequisites: namisl, ~structures.nod, ~techlevel.superweapons
BuildLimit: 1
Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built.
Building:
Footprint: Xx+ xx+ Xx+
Dimensions: 3,3
Health:
HP: 40000
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
TiberianSunRefinery:
DockAngle: 640
DockOffset: 2,1
StoresResources:
Capacity: 56
Power:
Amount: -40
FreeActor:
Actor: WEED
SpawnOffset: 3,1
Facing: 640
WithIdleOverlay@GLOW:
RequiresCondition: !build-incomplete
Sequence: idle-glow
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights-bright
Palette: bright
WithIdleOverlay@BIB:
RequiresCondition: !build-incomplete
Sequence: bib
ProvidesPrerequisite@buildingname:
WithResourceStoragePipsDecoration:
Position: BottomLeft
RequiresSelection: true
Margin: 8, 2
FullSequence: pip-red-building
EmptySequence: pip-empty-building
PipStride: 4, 2
PipCount: 15
Palette: pips