510 lines
11 KiB
YAML
510 lines
11 KiB
YAML
^ExistsInWorld:
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AppearsOnRadar:
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UpdatesPlayerStatistics:
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CombatDebugOverlay:
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GivesExperience:
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PlayerExperienceModifier: 1
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ScriptTriggers:
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ConditionManager:
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RenderDebugState:
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^SpriteActor:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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RenderSprites:
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^GainsExperience:
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GainsExperience:
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LevelUpNotification: LevelUp
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Conditions:
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200: rank-veteran
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400: rank-veteran
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800: rank-veteran
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1600: rank-veteran
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GrantCondition@RANK-ELITE:
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RequiresCondition: rank-veteran >= 4
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Condition: rank-elite
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DamageMultiplier@RANK-1:
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RequiresCondition: rank-veteran == 1
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Modifier: 96
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DamageMultiplier@RANK-2:
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RequiresCondition: rank-veteran == 2
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Modifier: 92
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DamageMultiplier@RANK-3:
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RequiresCondition: rank-veteran == 3
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Modifier: 88
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DamageMultiplier@RANK-ELITE:
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RequiresCondition: rank-elite
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Modifier: 80
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FirepowerMultiplier@RANK-1:
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RequiresCondition: rank-veteran == 1
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Modifier: 105
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FirepowerMultiplier@RANK-2:
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RequiresCondition: rank-veteran == 2
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Modifier: 110
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FirepowerMultiplier@RANK-3:
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RequiresCondition: rank-veteran == 3
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Modifier: 115
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FirepowerMultiplier@RANK-ELITE:
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RequiresCondition: rank-elite
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Modifier: 125
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SpeedMultiplier@RANK-1:
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RequiresCondition: rank-veteran == 1
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Modifier: 105
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SpeedMultiplier@RANK-2:
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RequiresCondition: rank-veteran == 2
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Modifier: 110
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SpeedMultiplier@RANK-3:
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RequiresCondition: rank-veteran == 3
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Modifier: 115
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SpeedMultiplier@RANK-ELITE:
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RequiresCondition: rank-elite
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Modifier: 125
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ReloadDelayMultiplier@RANK-1:
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RequiresCondition: rank-veteran == 1
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Modifier: 96
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ReloadDelayMultiplier@RANK-2:
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RequiresCondition: rank-veteran == 2
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Modifier: 92
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ReloadDelayMultiplier@RANK-3:
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RequiresCondition: rank-veteran == 3
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Modifier: 88
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ReloadDelayMultiplier@RANK-ELITE:
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RequiresCondition: rank-elite
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Modifier: 80
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InaccuracyMultiplier@RANK-1:
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RequiresCondition: rank-veteran == 1
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Modifier: 90
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InaccuracyMultiplier@RANK-2:
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RequiresCondition: rank-veteran == 2
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Modifier: 80
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InaccuracyMultiplier@RANK-3:
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RequiresCondition: rank-veteran == 3
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Modifier: 70
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InaccuracyMultiplier@RANK-ELITE:
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RequiresCondition: rank-elite
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Modifier: 50
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SelfHealing@ELITE:
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Step: 0
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PercentageStep: 4
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Delay: 125
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HealIfBelow: 100
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DamageCooldown: 125
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RequiresCondition: rank-elite
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WithDecoration@RANK-1:
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Image: rank
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Sequence: rank-veteran-1
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Palette: effect
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ReferencePoint: Bottom, Right
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RequiresCondition: rank-veteran == 1
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ZOffset: 256
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WithDecoration@RANK-2:
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Image: rank
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Sequence: rank-veteran-2
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Palette: effect
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ReferencePoint: Bottom, Right
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RequiresCondition: rank-veteran == 2
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ZOffset: 256
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WithDecoration@RANK-3:
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Image: rank
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Sequence: rank-veteran-3
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Palette: effect
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ReferencePoint: Bottom, Right
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RequiresCondition: rank-veteran == 3
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ZOffset: 256
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WithDecoration@RANK-ELITE:
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Image: rank
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Sequence: rank-elite
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Palette: effect
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ReferencePoint: Bottom, Right
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RequiresCondition: rank-elite
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ZOffset: 256
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^AutoTargetGround:
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AutoTarget:
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AttackAnythingCondition: stance-attackanything
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AutoTargetPriority@DEFAULT:
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RequiresCondition: !stance-attackanything
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ValidTargets: Infantry, Vehicle, Creep, Water, Defense
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InvalidTargets: NoAutoTarget
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AutoTargetPriority@ATTACKANYTHING:
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RequiresCondition: stance-attackanything
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ValidTargets: Infantry, Vehicle, Creep, Water, Structure, Defense
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InvalidTargets: NoAutoTarget
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^AutoTargetGroundAssaultMove:
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Inherits: ^AutoTargetGround
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AutoTargetPriority@DEFAULT:
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RequiresCondition: !stance-attackanything && !assault-move
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AutoTargetPriority@ATTACKANYTHING:
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RequiresCondition: stance-attackanything || assault-move
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AttackMove:
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AssaultMoveScanCondition: assault-move
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^AutoTargetAll:
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AutoTarget:
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AttackAnythingCondition: stance-attackanything
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AutoTargetPriority@DEFAULT:
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RequiresCondition: !stance-attackanything
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ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense
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InvalidTargets: NoAutoTarget
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AutoTargetPriority@ATTACKANYTHING:
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RequiresCondition: stance-attackanything
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ValidTargets: Infantry, Vehicle, Creep, Water, Air, Structure, Defense
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InvalidTargets: NoAutoTarget
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^AutoTargetAllAssaultMove:
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Inherits: ^AutoTargetAll
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AutoTargetPriority@DEFAULT:
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RequiresCondition: !stance-attackanything && !assault-move
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AutoTargetPriority@ATTACKANYTHING:
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RequiresCondition: stance-attackanything || assault-move
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AttackMove:
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AssaultMoveScanCondition: assault-move
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^Vehicle:
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Inherits@1: ^ExistsInWorld
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Inherits@2: ^SpriteActor
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Tooltip:
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GenericName: Unit
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Huntable:
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OwnerLostAction:
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Action: Kill
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Mobile:
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TurnSpeed: 5
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Locomotor: vehicle
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RequiresCondition: !notmobile
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SelectionDecorations:
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WithSpriteControlGroupDecoration:
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Selectable:
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Bounds: 32,32
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Targetable:
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TargetTypes: Ground, Vehicle, C4
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Passenger:
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CargoType: Vehicle
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AttackMove:
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DrawLineToTarget:
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HiddenUnderFog:
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ActorLostNotification:
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Repairable:
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RepairBuildings: repair_pad
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Guard:
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Voice: Guard
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Guardable:
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WithFacingSpriteBody:
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Demolishable:
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TemporaryOwnerManager:
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MustBeDestroyed:
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Voiced:
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VoiceSet: VehicleVoice
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AutoCarryable:
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CarriedCondition: notmobile
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ReservedCondition: carryall-reserved
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WithDecoration@CARRYALL:
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Image: pips
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Sequence: pickup-indicator
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ReferencePoint: Top, Left
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ZOffset: 256
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RequiresCondition: carryall-reserved
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RevealOnFire:
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RevealOnDeath:
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Duration: 100
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Radius: 2c512
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HitShape:
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MapEditorData:
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Categories: Vehicle
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^Tank:
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Inherits: ^Vehicle
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Mobile:
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Locomotor: tank
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^Husk:
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Inherits@1: ^SpriteActor
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Interactable:
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Health:
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HP: 750
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Armor:
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Type: light
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HiddenUnderFog:
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Type: CenterPosition
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Tooltip:
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GenericName: Destroyed Unit
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ScriptTriggers:
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WithFacingSpriteBody:
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HitShape:
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MapEditorData:
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Categories: Husk
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^VehicleHusk:
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Inherits: ^Husk
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Husk:
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AllowedTerrain: Sand, Rock, Transition, Concrete, Spice, SpiceSand, SpiceBlobs, Dune
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Burns:
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Damage: 10
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Interval: 4
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Targetable:
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TargetTypes: Ground, Vehicle
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RequiresForceFire: true
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WithColoredOverlay@IDISABLE:
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Palette: disabled
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Explodes:
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Weapon: UnitExplodeMed
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EmptyWeapon: UnitExplodeMed
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^AircraftHusk:
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Inherits: ^Husk
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Tooltip:
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GenericName: Unit
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WithShadow:
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FallsToEarth:
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Spins: False
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Moves: True
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Explosion: UnitExplodeLarge
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^Infantry:
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Inherits@1: ^ExistsInWorld
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Inherits@2: ^GainsExperience
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Inherits@3: ^SpriteActor
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Tooltip:
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GenericName: Unit
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Huntable:
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OwnerLostAction:
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Action: Kill
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DeathTypes: ExplosionDeath
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Health:
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Armor:
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Type: none
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RevealsShroud:
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Range: 3c768
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Mobile:
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Locomotor: foot
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SelectionDecorations:
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WithSpriteControlGroupDecoration:
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Selectable:
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Bounds: 24,24,0,-4
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DecorationBounds: 12,20,0,-4
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Targetable:
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TargetTypes: Ground, Infantry
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QuantizeFacingsFromSequence:
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Sequence: stand
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WithInfantryBody:
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IdleSequences: idle1, idle2
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TakeCover:
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DamageModifiers:
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Prone50Percent: 50
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DamageTriggers: TriggerProne
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ProneOffset: 300,0,0
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WithDeathAnimation:
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DeathTypes:
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ExplosionDeath: 1
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SoundDeath: 2
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SmallExplosionDeath: 3
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BulletDeath: 4
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CrushedSequence: die-crushed
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AttackMove:
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DrawLineToTarget:
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Passenger:
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CargoType: Infantry
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PipType: Green
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HiddenUnderFog:
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ActorLostNotification:
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Crushable:
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CrushSound: CRUSH1.WAV
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Guard:
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Voice: Guard
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Guardable:
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DetectCloaked:
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Range: 1c768
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DeathSounds:
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DeathTypes: ExplosionDeath, SoundDeath, SmallExplosionDeath, BulletDeath
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MustBeDestroyed:
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TerrainModifiesDamage:
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TerrainModifier:
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Rough: 80
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Voiced:
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VoiceSet: InfantryVoice
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RevealOnFire:
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RevealOnDeath:
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Duration: 100
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HitShape:
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Type: Circle
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Radius: 96
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MapEditorData:
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Categories: Infantry
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^Plane:
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Inherits@1: ^ExistsInWorld
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Inherits@2: ^SpriteActor
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Interactable:
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Tooltip:
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GenericName: Unit
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Huntable:
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OwnerLostAction:
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Action: Kill
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AppearsOnRadar:
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UseLocation: true
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HiddenUnderFog:
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Type: GroundPosition
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AlwaysVisibleStances: None
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ActorLostNotification:
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AttackMove:
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DrawLineToTarget:
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WithFacingSpriteBody:
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WithShadow:
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HitShape:
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MapEditorData:
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Categories: Aircraft
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^Building:
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Inherits@1: ^ExistsInWorld
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Inherits@2: ^SpriteActor
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Tooltip:
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GenericName: Structure
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Huntable:
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OwnerLostAction:
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Action: Kill
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SelectionDecorations:
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WithSpriteControlGroupDecoration:
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Selectable:
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Priority: 2
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RevealsShroud:
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Targetable:
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TargetTypes: Ground, C4, Structure
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HitShape:
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UseTargetableCellsOffsets: true
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Type: Rectangle
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TopLeft: -512, -512
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BottomRight: 512, 512
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Building:
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Dimensions: 1,1
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Footprint: x
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TerrainTypes: Rock, Concrete
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BuildSounds: BUILD1.WAV
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RequiresBuildableArea:
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AreaTypes: building
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Adjacent: 3
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GivesBuildableArea:
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AreaTypes: building
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CaptureManager:
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Capturable:
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Types: building
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SoundOnDamageTransition:
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DamagedSounds: EXPLSML1.WAV
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DestroyedSounds: EXPLHG1.WAV
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Explodes:
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Type: Footprint
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Weapon: BuildingExplode
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EmptyWeapon: BuildingExplode
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RepairableBuilding:
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RepairStep: 500
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PlayerExperience: 25
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RepairingNotification: Repairing
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SpawnActorsOnSell:
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ActorTypes: light_inf
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MustBeDestroyed:
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RequiredForShortGame: true
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FrozenUnderFog:
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CaptureNotification:
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ActorLostNotification:
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Notification: BuildingLost
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ShakeOnDeath:
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Sellable:
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SellSounds: BUILD1.WAV
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Guardable:
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Range: 3c0
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Demolishable:
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DamagedByTerrain:
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Damage: 500
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DamageInterval: 100
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Terrain: Rock
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DamageThreshold: 50
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StartOnThreshold: true
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ThrowsShrapnel:
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Weapons: Debris, Debris2, Debris3, Debris4
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Pieces: 2, 5
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Range: 1c512, 4c0
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WithSpriteBody:
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WithMakeAnimation:
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Condition: build-incomplete
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WithCrumbleOverlay:
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RequiresCondition: !build-incomplete
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RevealOnDeath:
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Duration: 100
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Radius: 4c768
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MapEditorData:
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Categories: Building
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CommandBarBlacklist:
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WithBuildingRepairDecoration:
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Image: allyrepair
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Sequence: repair
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ReferencePoint: Center
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Palette: player
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IsPlayerPalette: True
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^Defense:
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Inherits: ^Building
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WithSpriteTurret:
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AttackTurreted:
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RenderRangeCircle:
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DetectCloaked:
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Range: 1c768
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-GivesBuildableArea:
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-WithMakeAnimation:
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-WithCrumbleOverlay:
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-Capturable:
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-WithSpriteBody:
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WithWallSpriteBody:
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LineBuildNode:
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Types: turret
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ThrowsShrapnel:
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Weapons: Debris, Debris3
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Pieces: 2, 2
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Range: 2c0, 4c0
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MustBeDestroyed:
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RequiredForShortGame: false
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RevealOnFire:
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Targetable:
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TargetTypes: Ground, C4, Structure, Defense
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MapEditorData:
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Categories: Defense
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-CommandBarBlacklist:
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^DisableOnLowPower:
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WithColoredOverlay@IDISABLE:
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RequiresCondition: disabled
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Palette: disabled
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GrantConditionOnPowerState@LOWPOWER:
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Condition: lowpower
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ValidPowerStates: Low, Critical
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GrantCondition@IDISABLE:
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RequiresCondition: lowpower
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Condition: disabled
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^DisableOnLowPowerOrPowerDown:
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Inherits: ^DisableOnLowPower
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GrantCondition@IDISABLE:
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RequiresCondition: lowpower || powerdown
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Condition: disabled
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ToggleConditionOnOrder:
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DisabledSound: EnablePower
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EnabledSound: DisablePower
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Condition: powerdown
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OrderName: PowerDown
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WithDecoration@POWERDOWN:
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Image: poweroff
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Sequence: offline
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Palette: chrome
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RequiresCondition: powerdown
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ReferencePoint: Center
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Offsets:
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repairing: 10, 0
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PowerMultiplier@POWERDOWN:
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RequiresCondition: powerdown
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Modifier: 0
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RepairableBuilding:
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RepairCondition: repairing
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WithBuildingRepairDecoration:
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Offsets:
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powerdown: -10, 0
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