Files
OpenRA/mods/ra/rules/defaults.yaml
reaperrr 82758a8bef Add TargetableOffsets to HitShape
And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
2017-06-04 00:07:08 +02:00

961 lines
18 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
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
^IronCurtainable:
WithColoredOverlay@IRONCURTAIN:
RequiresCondition: invulnerability
DamageMultiplier@IRONCURTAIN:
RequiresCondition: invulnerability
Modifier: 0
TimedConditionBar:
Condition: invulnerability
ExternalCondition@INVULNERABILITY:
Condition: invulnerability
^Vehicle:
Inherits@1: ^ExistsInWorld
Inherits@2: ^GainsExperience
Inherits@3: ^IronCurtainable
Inherits@4: ^SpriteActor
Huntable:
DrawLineToTarget:
UpdatesPlayerStatistics:
Mobile:
Crushes: mine, crate
TerrainSpeeds:
Clear: 80
Rough: 40
Road: 100
Bridge: 100
Ore: 70
Gems: 70
Beach: 40
TurnSpeed: 5
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24, 24
Targetable:
TargetTypes: Ground, Repair, Vehicle
RequiresCondition: !parachute
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
AttackMove:
HiddenUnderFog:
ActorLostNotification:
ProximityCaptor:
Types: Vehicle
GivesBounty:
GpsDot:
String: Vehicle
WithDamageOverlay:
Guard:
Guardable:
Tooltip:
GenericName: Vehicle
EjectOnDeath:
PilotActor: e1
SuccessRate: 20
EjectOnGround: true
EjectInAir: false
AllowUnsuitableCell: false
Capturable:
Type: vehicle
CaptureThreshold: 100
CancelActivity: True
CaptureNotification:
Notification: UnitStolen
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
Parachutable:
FallRate: 26
KilledOnImpassableTerrain: true
GroundCorpseSequence:
GroundCorpsePalette:
WaterCorpseSequence:
WaterCorpsePalette:
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:
^Tank:
Inherits: ^Vehicle
Mobile:
Crushes: wall, mine, crate
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Bridge: 100
Ore: 70
Gems: 70
Beach: 70
Targetable:
TargetTypes: Ground, C4, Repair, Tank
ProximityCaptor:
Types: Tank
Tooltip:
GenericName: Tank
^Infantry:
Inherits@1: ^ExistsInWorld
Inherits@2: ^GainsExperience
Inherits@3: ^SpriteActor
Huntable:
DrawLineToTarget:
Health:
HP: 25
Armor:
Type: None
RevealsShroud:
Range: 4c0
Mobile:
Speed: 56
Crushes: mine, crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Bridge: 100
Ore: 80
Gems: 80
Beach: 80
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 12,18,0,-8
Targetable:
TargetTypes: Ground, Infantry, Disguise
RequiresCondition: !parachute
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
HiddenUnderFog:
ActorLostNotification:
GivesBounty:
GpsDot:
String: Infantry
Crushable:
CrushSound: squishy2.aud
Guard:
Guardable:
Tooltip:
GenericName: Soldier
SelfHealing@HOSPITAL:
Step: 5
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite:
Condition: hospitalheal
Prerequisites: hosp
DeathSounds@NORMAL:
DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@ZAPPED:
Voice: Zapped
DeathTypes: ElectricityDeath
Parachutable:
FallRate: 26
KilledOnImpassableTerrain: true
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
^Soldier:
Inherits: ^Infantry
UpdatesPlayerStatistics:
MustBeDestroyed:
AutoTarget:
ProximityCaptor:
Types: Infantry
TakeCover:
DamageModifiers:
Prone50Percent: 50
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1,idle2
StandSequences: stand,stand2
DetectCloaked:
CloakTypes: Hijacker
^CivInfantry:
Inherits: ^Infantry
Selectable:
Class: CivInfantry
Valued:
Cost: 10
Tooltip:
Name: Civilian
GenericVisibility: None
RevealsShroud:
Range: 2c0
ProximityCaptor:
Types: CivilianInfantry
ScaredyCat:
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
^ArmedCivilian:
Armament:
Weapon: Pistol
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^Ship:
Inherits@1: ^ExistsInWorld
Inherits@2: ^GainsExperience
Inherits@3: ^IronCurtainable
Inherits@4: ^SpriteActor
Huntable:
DrawLineToTarget:
UpdatesPlayerStatistics:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Water, Repair
HiddenUnderFog:
AttackMove:
ActorLostNotification:
Notification: NavalUnitLost
ProximityCaptor:
Types: Ship
GivesBounty:
Chronoshiftable:
RepairableNear:
GpsDot:
String: Ship
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
GenericName: Ship
MustBeDestroyed:
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
Voiced:
VoiceSet: VehicleVoice
WithFacingSpriteBody:
HitShape:
^NeutralPlane:
Inherits@1: ^ExistsInWorld
Inherits@3: ^IronCurtainable
Inherits@4: ^SpriteActor
Huntable:
DrawLineToTarget:
UpdatesPlayerStatistics:
AppearsOnRadar:
UseLocation: true
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Aircraft:
RepairBuildings: fix
RearmBuildings: afld
AirborneCondition: airborne
Targetable@GROUND:
TargetTypes: Ground, Repair, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
HiddenUnderFog:
Type: GroundPosition
AttackMove:
Guard:
Guardable:
ActorLostNotification:
Notification: AirUnitLost
ProximityCaptor:
Types: Plane
EjectOnDeath:
PilotActor: E1
SuccessRate: 50
EjectOnGround: false
EjectInAir: true
AllowUnsuitableCell: true
GivesBounty:
GpsDot:
String: Plane
Tooltip:
GenericName: Plane
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
MustBeDestroyed:
Voiced:
VoiceSet: GenericVoice
HitShape:
^Plane:
Inherits: ^NeutralPlane
Inherits@2: ^GainsExperience
^Helicopter:
Inherits: ^Plane
Tooltip:
GenericName: Helicopter
Aircraft:
RearmBuildings: hpad
CanHover: True
CruisingCondition: cruising
GpsDot:
String: Helicopter
Hovers@CRUISING:
RequiresCondition: cruising
BodyOrientation:
UseClassicFacingFudge: True
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^IronCurtainable
Inherits@3: ^SpriteActor
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure
HitShape:
UseOccupiedCellsOffsets: true
Building:
Dimensions: 1,1
Footprint: x
TerrainTypes: Clear,Road
RequiresBaseProvider: True
SoundOnDamageTransition:
DamagedSounds: kaboom1.aud
DestroyedSounds: kaboom22.aud
WithSpriteBody:
Explodes:
Type: Footprint
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
ShakeOnDeath:
ProximityCaptor:
Types: Building
GivesBounty:
Guardable:
Range: 3c0
FrozenUnderFog:
FrozenUnderFogUpdatedByGps:
Tooltip:
GenericName: Structure
Demolishable:
^Building:
Inherits: ^BasicBuilding
Huntable:
UpdatesPlayerStatistics:
GivesBuildableArea:
RepairableBuilding:
PlayerExperience: 25
EngineerRepairable:
AcceptsDeliveredCash:
WithMakeAnimation:
ExternalCapturable:
ExternalCapturableBar:
EmitInfantryOnSell:
ActorTypes: e1,e1,e1,tecn,tecn
MustBeDestroyed:
RequiredForShortGame: true
GpsDot:
String: Structure
Sellable:
SellSounds: cashturn.aud
^ScienceBuilding:
Inherits: ^Building
EmitInfantryOnSell:
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
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, Defense
MustBeDestroyed:
RequiredForShortGame: false
AutoTarget:
-GivesBuildableArea:
-AcceptsDeliveredCash:
DrawLineToTarget:
RenderRangeCircle:
Explodes:
Weapon: SmallBuildingExplode
EmptyWeapon: SmallBuildingExplode
^Wall:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: placbldg.aud
Adjacent: 7
TerrainTypes: Clear,Road
SoundOnDamageTransition:
DamagedSounds: sandbag2.aud
DestroyedSounds: sandbag2.aud
Crushable:
CrushClasses: wall
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
Targetable:
TargetTypes: Ground, DetonateAttack, Wall
RenderSprites:
Palette: effect
WithWallSpriteBody:
AutoTargetIgnore:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
FrozenUnderFogUpdatedByGps:
Health:
HP: 100
HitShape:
Type: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^Gate:
Inherits: ^BasicBuilding
Valued:
Cost: 250
Health:
HP: 350
Armor:
Type: Heavy
LineBuildNode:
Types: concrete, gate
-Building:
-WithSpriteBody:
WithGateSpriteBody:
Tooltip:
Name: Gate
Gate:
Adjacent: 4
BlocksProjectilesHeight: 0
BuildSounds: place2.aud
OpeningSound: cashturn.aud
ClosingSound: cashturn.aud
TerrainTypes: Clear, Road
HitShape:
^TechBuilding:
Inherits: ^BasicBuilding
Huntable:
Health:
HP: 400
Armor:
Type: Wood
Tooltip:
Name: Civilian Building
GenericVisibility: None
FrozenUnderFog:
HitShape:
^FakeBuilding:
Inherits: ^Building
-GivesBuildableArea:
Health:
HP: 100
Explodes:
Weapon: Demolish
DamageThreshold: 90
RevealsShroud:
Range: 4c0
WithDecoration@fake:
RequiresSelection: true
Image: pips
Sequence: tag-fake
ReferencePoint: Top
ZOffset: 256
-EmitInfantryOnSell:
-MustBeDestroyed:
HitShape:
^InfiltratableFake:
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
InfiltrateForDecoration:
RequiresSelection: true
Image: pips
Sequence: tag-fake
ReferencePoint: Top
ZOffset: 256
^AmmoBox:
Inherits: ^TechBuilding
-Selectable:
SelectionDecorations:
RenderSelectionBars: False
CustomSelectionSize:
CustomBounds: 24,24
Health:
HP: 10
Explodes:
Weapon: UnitExplode
Tooltip:
Name: Ammo Box
AutoTargetIgnore:
Armor:
Type: Light
Targetable:
TargetTypes: Ground, DetonateAttack
HitShape:
^CivBuilding:
Inherits: ^TechBuilding
RenderSprites:
Palette: terrain
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
SpawnActorOnDeath@1:
Actor: c1
Probability: 40
SpawnActorOnDeath@2:
Actor: c4
Probability: 20
SpawnActorOnDeath@3:
Actor: c3
Probability: 15
Explodes:
Weapon: CivBuildingExplosion
^CivField:
Inherits: ^CivBuilding
-Selectable:
-SelectionDecorations:
Tooltip:
Name: Field
-Targetable:
-Demolishable:
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
^Tree:
Inherits@1: ^SpriteActor
Tooltip:
Name: Tree
ShowOwnerRow: false
RenderSprites:
Palette: terrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
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:
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
HitShape:
^TreeHusk:
Inherits@1: ^SpriteActor
AppearsOnRadar:
Building:
Footprint: x
Dimensions: 1,1
WithSpriteBody:
Tooltip:
Name: Tree (Burnt)
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
^BasicHusk:
Inherits@1: ^SpriteActor
Health:
HP: 280
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
AutoTargetIgnore:
ScriptTriggers:
WithFacingSpriteBody:
HitShape:
^Husk:
Inherits: ^BasicHusk
Husk:
AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach
Burns:
Damage: 2
Capturable:
Type: husk
AllowAllies: true
CaptureThreshold: 100
TransformOnCapture:
ForceHealthPercentage: 25
WithColoredOverlay@IDISABLE:
Palette: disabled
Targetable:
TargetTypes: Ground, Husk
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
^HelicopterHusk:
Inherits: ^BasicHusk
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Helicopter
Aircraft:
CanHover: True
FallsToEarth:
BodyOrientation:
UseClassicFacingFudge: True
^Bridge:
AlwaysVisible:
Tooltip:
Name: Bridge
ShowOwnerRow: false
Targetable:
TargetTypes: Ground, Water
RequiresForceFire: true
Building:
Footprint: ____ ____
Dimensions: 4,2
CustomSelectionSize:
CustomBounds: 96,48
Health:
HP: 1000
Armor:
Type: Concrete
AutoTargetIgnore:
ScriptTriggers:
BodyOrientation:
HitShape:
^Rock:
Inherits@1: ^SpriteActor
Tooltip:
Name: Rock
ShowOwnerRow: false
RenderSprites:
Palette: terrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
HiddenUnderShroud:
ScriptTriggers:
EditorTilesetFilter:
RequireTilesets: DESERT
^DesertCivBuilding:
Inherits: ^CivBuilding
RenderSprites:
Palette: terrain
EditorTilesetFilter:
RequireTilesets: DESERT
^Crate:
Inherits@1: ^SpriteActor
HiddenUnderFog:
Tooltip:
Name: Crate
GenericName: Crate
ShowOwnerRow: false
Crate:
Lifetime: 180
TerrainTypes: Clear, Rough, Road, Ore, Beach
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:
^Mine:
Inherits: ^SpriteActor
WithSpriteBody:
HiddenUnderFog:
Mine:
CrushClasses: mine
DetonateClasses: mine
AvoidFriendly: false
BlockFriendly: false
Health:
HP: 100
NotifyAppliedDamage: false
Armor:
Type: Light
Cloak:
CloakSound:
UncloakSound:
Palette:
CloakTypes: Mine
InitialDelay: 0
Tooltip:
Name: Mine
Targetable:
TargetTypes: Ground
Immobile:
OccupiesSpace: true
HitShape:
^DisabledOverlay:
WithColoredOverlay@IDISABLE:
RequiresCondition: disabled
Palette: disabled
GrantConditionOnDisabled@IDISABLE:
Condition: disabled
^DisabledByPowerOutage:
AffectedByPowerOutage:
Condition: power-outage
InfiltrateForPowerOutage:
DisableOnCondition@POWER_OUTAGE:
RequiresCondition: power-outage
Power:
RequiresCondition: !power-outage