Files
OpenRA/mods/ra/rules/defaults.yaml
reaperrr 15c636525d Fixed no explosions showing on some RA civ structures
The combination of HitShape, but not Targetable makes the actors be considered invalid for effect warheads.
Lack of Targetable makes them invulnerable anyway, so removing HitShape and Health (and Explodes) is the most logical fix.
2017-09-02 09:27:30 +01:00

1052 lines
20 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
ConditionManager:
RenderDebugState:
^SpriteActor:
BodyOrientation:
QuantizeFacingsFromSequence:
AutoSelectionSize:
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:
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
^AutoTargetGround:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Tank, Water, Underwater, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Tank, Water, Underwater, Structure, Defense
InvalidTargets: NoAutoTarget
^AutoTargetAir:
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Air
InvalidTargets: NoAutoTarget
^AutoTargetAll:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Tank, Water, Underwater, Air, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Tank, Water, Underwater, Air, Structure, Defense
InvalidTargets: NoAutoTarget
^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:
EditorTilesetFilter:
Categories: Vehicle
^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
EditorTilesetFilter:
Categories: Infantry
^Soldier:
Inherits: ^Infantry
UpdatesPlayerStatistics:
MustBeDestroyed:
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: 3c0
ProximityCaptor:
Types: CivilianInfantry
ScaredyCat:
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
EditorTilesetFilter:
Categories: Civilian infantry
^ArmedCivilian:
Inherits@AUTOTARGET: ^AutoTargetGround
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, Ship, 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
Categories: Naval
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:
EditorTilesetFilter:
Categories: Aircraft
^Plane:
Inherits: ^NeutralPlane
Inherits@2: ^GainsExperience
^Helicopter:
Inherits: ^Plane
Tooltip:
GenericName: Helicopter
Aircraft:
RearmBuildings: hpad
CanHover: True
CruisingCondition: cruising
WaitDistanceFromResupplyBase: 4c0
TakeOffOnResupply: true
VTOL: true
GpsDot:
String: Helicopter
Hovers@CRUISING:
RequiresCondition: cruising
BodyOrientation:
UseClassicFacingFudge: True
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^IronCurtainable
Inherits@3: ^SpriteActor
Inherits@shape: ^1x1Shape
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure
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:
EditorTilesetFilter:
Categories: Building
CommandBarBlacklist:
^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
-GivesBuildableArea:
-AcceptsDeliveredCash:
DrawLineToTarget:
RenderRangeCircle:
Explodes:
Weapon: SmallBuildingExplode
EmptyWeapon: SmallBuildingExplode
EditorTilesetFilter:
Categories: Defense
-CommandBarBlacklist:
^Wall:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@shape: ^1x1Shape
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, NoAutoTarget
-GivesExperience:
RenderSprites:
Palette: effect
WithWallSpriteBody:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
FrozenUnderFogUpdatedByGps:
Health:
HP: 100
EditorTilesetFilter:
Categories: Wall
^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
EditorTilesetFilter:
Categories: Wall
^TechBuilding:
Inherits: ^BasicBuilding
Huntable:
Health:
HP: 400
Armor:
Type: Wood
Tooltip:
Name: Civilian Building
GenericVisibility: None
FrozenUnderFog:
EditorTilesetFilter:
Categories: Tech building
^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:
EditorTilesetFilter:
Categories: Fake
^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
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, NoAutoTarget
Armor:
Type: Light
EditorTilesetFilter:
Categories: Decoration
^CivBuilding:
Inherits: ^TechBuilding
RenderSprites:
Palette: terrain
EditorTilesetFilter:
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: CivBuildingExplosion
^CivField:
Inherits: ^CivBuilding
-HitShape:
-Health:
-Explodes:
-Selectable:
-SelectionDecorations:
Tooltip:
Name: Field
-Targetable:
-Demolishable:
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
^Tree:
Inherits@1: ^SpriteActor
Inherits@shape: ^1x1Shape
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
HiddenUnderShroud:
ScriptTriggers:
EditorTilesetFilter:
ExcludeTilesets: INTERIOR
Categories: Tree
^TreeHusk:
Inherits@1: ^SpriteActor
AppearsOnRadar:
Building:
Footprint: x
Dimensions: 1,1
WithSpriteBody:
Tooltip:
Name: Tree (Burnt)
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
EditorTilesetFilter:
Categories: Tree
^BasicHusk:
Inherits@1: ^SpriteActor
Health:
HP: 280
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
ScriptTriggers:
WithFacingSpriteBody:
HitShape:
EditorTilesetFilter:
Categories: Husk
^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, 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
EditorTilesetFilter:
Categories: Husk
^HelicopterHusk:
Inherits: ^BasicHusk
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Tooltip:
GenericName: Destroyed Helicopter
Aircraft:
CanHover: True
VTOL: true
FallsToEarth:
BodyOrientation:
UseClassicFacingFudge: True
^Bridge:
Inherits@shape: ^1x1Shape
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
ScriptTriggers:
BodyOrientation:
QuantizedFacings: 1
^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
Categories: Decoration
^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:
EditorTilesetFilter:
Categories: System
^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:
EditorTilesetFilter:
Categories: System
^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