Files
OpenRA/mods/d2k/rules/defaults.yaml

510 lines
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YAML

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