Files
OpenRA/mods/ra/weapons/superweapons.yaml
Pavel Penev 8c394a4cb5 Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
2020-07-10 13:22:54 +02:00

140 lines
3.6 KiB
YAML

ParaBomb:
ReloadDelay: 8
Range: 3c0
Report: chute1.aud
ValidTargets: Ground, Water, GroundActor, WaterActor
Projectile: GravityBomb
Image: PARABOMB
OpenSequence: open
Velocity: 0, 0, -40
Acceleration: 0, 0, 0
Shadow: False
Warhead@1Dam: SpreadDamage
Spread: 768
Damage: 30000
ValidTargets: GroundActor, WaterActor
Versus:
None: 30
Wood: 30
Light: 75
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
ValidTargets: Ground, Infantry
Warhead@3Eff: CreateEffect
Explosions: artillery_explosion
ImpactSounds: kaboom15.aud
ValidTargets: Ground, GroundActor, WaterActor, Trees
Warhead@4EffWater: CreateEffect
Explosions: small_splash
ImpactSounds: splash9.aud
ValidTargets: Water, Underwater
Atomic:
ValidTargets: Ground, Water, GroundActor, WaterActor, Underwater, AirborneActor, Trees
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor, Trees
Versus:
Wood: 25
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Res_impact: DestroyResource
Size: 1
Warhead@3Smu_impact: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 1
Warhead@4Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
ImpactActors: false
ValidTargets: Ground, Water, Air
Warhead@5Dam_areanuke1: SpreadDamage
Spread: 2c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 5
ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor, Trees
Versus:
Wood: 25
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@6Res_areanuke1: DestroyResource
Size: 2
Delay: 5
Warhead@7Smu_areanuke1: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 2
Delay: 5
Warhead@8Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
ImpactActors: false
Warhead@9Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 10
ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
Versus:
Wood: 50
Tree: 200
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@11Res_areanuke2: DestroyResource
Size: 3
Delay: 10
Warhead@12Smu_areanuke2: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 3
Delay: 10
Warhead@13Dam_areanuke3: SpreadDamage
Spread: 4c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 15
ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
Versus:
Tree: 200
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@15Res_areanuke3: DestroyResource
Size: 4
Delay: 15
Warhead@16Smu_areanuke3: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 4
Delay: 15
Warhead@17Dam_areanuke4: SpreadDamage
Spread: 5c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 20
ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
Versus:
Tree: 200
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@19Res_areanuke4: DestroyResource
Size: 5
Delay: 20
Warhead@20Smu_areanuke4: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 5
Delay: 20
Warhead@21Shake: ShakeScreen
Duration: 20
Intensity: 5
Multiplier: 1,1
Warhead@22FlashEffect: FlashPaletteEffect
Duration: 20
FlashType: Nuke