538 lines
13 KiB
YAML
538 lines
13 KiB
YAML
GAPOWR:
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Inherits: ^Building
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 10
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Prerequisites: ~structures.gdi, ~techlevel.low
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Description: Provides power for other structures.
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Valued:
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Cost: 300
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Tooltip:
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Name: GDI Power Plant
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ProvidesPrerequisite:
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Prerequisite: anypower
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 75000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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MaxHeightDelta: 3
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !empdisable
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Sequence: idle-lights
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WithIdleOverlay@PLUG:
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RequiresCondition: !build-incomplete
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PauseOnCondition: empdisable
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Sequence: idle-plug
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Selectable:
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Bounds: 90, 48, 0, -6
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DecorationBounds: 90, 84, 0, -12
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Power:
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Amount: 100
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RequiresCondition: !empdisable
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PowerTooltip:
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Targetable:
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TargetTypes: Ground, Building, C4, SpyInfiltrate
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ScalePowerWithHealth:
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Pluggable@pluga:
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Offset: 0,1
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Conditions:
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powrup: powrup.a
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Requirements:
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powrup: !build-incomplete
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Power@pluga:
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RequiresCondition: !empdisable && powrup.a
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Amount: 50
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WithIdleOverlay@pluga:
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RequiresCondition: !build-incomplete && powrup.a
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PauseOnCondition: empdisable
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Sequence: idle-powrupa
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Pluggable@plugb:
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Offset: 1,1
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Conditions:
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powrup: powrup.b
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Requirements:
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powrup: !build-incomplete
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WithIdleOverlay@plugb:
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RequiresCondition: !build-incomplete && powrup.b
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PauseOnCondition: empdisable
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Sequence: idle-powrupb
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Power@plugb:
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RequiresCondition: !empdisable && powrup.b
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Amount: 50
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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GAPILE:
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Inherits: ^Building
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 30
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Prerequisites: anypower, ~structures.gdi, ~techlevel.low
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Description: Produces infantry.
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Valued:
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Cost: 300
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Tooltip:
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Name: GDI Barracks
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ProvidesPrerequisite:
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Prerequisite: barracks
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 88, 48, 0, -8
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DecorationBounds: 88, 56, 0, -8
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Health:
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HP: 80000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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MaxHeightDelta: 3
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RallyPoint:
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Offset: 2,3
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Palette: mouse
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IsPlayerPalette: false
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Exit@1:
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SpawnOffset: -256,1024,0
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ExitCell: 2,2
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ExitsDebugOverlay:
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Production:
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Produces: Infantry
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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WithIdleOverlay@LIGHT:
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RequiresCondition: !build-incomplete
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Sequence: idle-light
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WithIdleOverlay@FLAG:
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RequiresCondition: !build-incomplete
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Sequence: idle-flag
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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WithTextDecoration@primary:
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RequiresSelection: true
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Text: PRIMARY
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ReferencePoint: Top
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Color: E0D048
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ZOffset: 256
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RequiresCondition: primary
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GAWEAP:
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Inherits: ^Building
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Inherits@SHAPE: ^4x3FactoryWithBibShape
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Valued:
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Cost: 2000
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Tooltip:
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Name: GDI War Factory
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ProvidesPrerequisite:
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Prerequisite: factory
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Buildable:
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Queue: Building
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BuildPaletteOrder: 60
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Prerequisites: proc, ~structures.gdi, ~techlevel.low
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Description: Produces vehicles.
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Building:
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Footprint: xxX= xxX= xxX=
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Dimensions: 4,3
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Selectable:
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Bounds: 154, 96, -2, -12
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DecorationBounds: 154, 100, -2, -12
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Health:
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HP: 100000
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RevealsShroud:
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Range: 4c0
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MaxHeightDelta: 3
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Armor:
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Type: Heavy
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RallyPoint:
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Offset: 4,1
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Palette: mouse
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IsPlayerPalette: false
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Exit@1:
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SpawnOffset: -384,-384,0
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ExitCell: 3,1
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ExitDelay: 5
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ExitsDebugOverlay:
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Production:
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Produces: Vehicle
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@ROOF:
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RequiresCondition: !build-incomplete
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Sequence: idle-roof
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WithProductionDoorOverlay@DOOR:
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RequiresCondition: !build-incomplete
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WithIdleOverlay@WHITELIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights-white
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WithIdleOverlay@REDLIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights-red
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WithIdleOverlay@TURBINES:
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RequiresCondition: !build-incomplete
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Sequence: idle-turbines
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WithIdleOverlay@BIB:
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RequiresCondition: !build-incomplete
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Sequence: bib
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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WithTextDecoration@primary:
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RequiresSelection: true
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Text: PRIMARY
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ReferencePoint: Top
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Color: E0D048
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ZOffset: 256
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RequiresCondition: primary
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GAHPAD:
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Inherits: ^Building
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Inherits@SHAPE: ^2x2Shape
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Valued:
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Cost: 500
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Tooltip:
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Name: Helipad
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Buildable:
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BuildPaletteOrder: 130
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Queue: Building
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Prerequisites: garadr, ~structures.gdi, ~techlevel.medium
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Description: Produces, rearms and\nrepairs helicopters.
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 60000
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RevealsShroud:
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Range: 5c0
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MaxHeightDelta: 3
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Exit@1:
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SpawnOffset: 0,-256,0
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ExitsDebugOverlay:
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RallyPoint:
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Palette: mouse
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IsPlayerPalette: false
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Production:
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Produces: Air
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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Reservable:
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RepairsUnits:
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HpPerStep: 1000
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PauseOnCondition: empdisable
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PlayerExperience: 15
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StartRepairingNotification: Repairing
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ProductionBar:
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@PLATFORM:
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RequiresCondition: !build-incomplete
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Sequence: idle-platform
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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WithDeathAnimation@BIB:
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DeathSequence: dead-platform
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UseDeathTypeSuffix: false
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Power:
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Amount: -10
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Selectable:
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Bounds: 88, 66, 0, -5
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DecorationBounds: 88, 66, 0, -5
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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WithTextDecoration@primary:
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RequiresSelection: true
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Text: PRIMARY
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ReferencePoint: Top
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Color: E0D048
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ZOffset: 256
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RequiresCondition: primary
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GADEPT:
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Inherits: ^Building
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Inherits@SHAPE: ^3x3Shape
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Valued:
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Cost: 1200
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Tooltip:
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Name: Service Depot
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Buildable:
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BuildPaletteOrder: 110
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Prerequisites: factory, ~structures.gdi, ~techlevel.medium
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Queue: Building
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Description: Repairs vehicles.
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Building:
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Footprint: =x= xxx =x=
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Dimensions: 3,3
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Selectable:
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Bounds: 96, 64, -6, -6
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DecorationBounds: 98, 68, -6, -6
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Health:
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HP: 110000
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RevealsShroud:
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Range: 5c0
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MaxHeightDelta: 3
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Reservable:
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RepairsUnits:
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HpPerStep: 1000
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PauseOnCondition: empdisable
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PlayerExperience: 15
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StartRepairingNotification: Repairing
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RallyPoint:
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Palette: mouse
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IsPlayerPalette: false
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@LIGHT:
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RequiresCondition: !build-incomplete
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Sequence: idle-light
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WithIdleOverlay@GROUND:
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RequiresCondition: !build-incomplete
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Sequence: ground
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WithIdleOverlay@CIRCUITS:
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RequiresCondition: !build-incomplete
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Sequence: circuits
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WithRepairOverlay@CRANE:
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RequiresCondition: !build-incomplete
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PauseOnCondition: empdisable
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StartSequence: crane-start
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Sequence: crane-loop
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EndSequence: crane-end
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WithRepairOverlay@PLATFORM:
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RequiresCondition: !build-incomplete && !empdisable
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Sequence: platform
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WithDeathAnimation@BIB:
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DeathSequence: dead-ground
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UseDeathTypeSuffix: false
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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RenderSprites:
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Image: gadept.gdi
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FactionImages:
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gdi: gadept.gdi
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nod: gadept.nod
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GARADR:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 80
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Prerequisites: proc, ~structures.gdi, ~techlevel.low
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Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
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Valued:
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Cost: 1000
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Tooltip:
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Name: GDI Radar
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ProvidesPrerequisite:
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Prerequisite: radar
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 96, 48, 0, -6
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DecorationBounds: 96, 118, 0, -38
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Health:
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HP: 100000
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Armor:
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Type: Wood
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ProvidesRadar:
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RequiresCondition: !disabled && !empdisable
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InfiltrateForExploration:
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DetectCloaked:
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Range: 10c0
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RenderDetectionCircle:
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RevealsShroud:
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Range: 10c0
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MaxHeightDelta: 3
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@DISH:
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RequiresCondition: !build-incomplete
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PauseOnCondition: disabled || empdisable
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Sequence: idle-dish
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Targetable:
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TargetTypes: Ground, Building, C4, SpyInfiltrate
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Power:
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Amount: -50
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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GATECH:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPower
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Inherits@SHAPE: ^3x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 150
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Prerequisites: gaweap, garadr, ~structures.gdi, ~techlevel.medium
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Description: Provides access to advanced GDI technologies.
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Valued:
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Cost: 1500
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Tooltip:
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Name: GDI Tech Center
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ProvidesPrerequisite:
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Prerequisite: tech
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Building:
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Footprint: xxx xxx
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Dimensions: 3,2
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Selectable:
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Bounds: 110, 60, 3, -4
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DecorationBounds: 110, 60, 3, -4
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Health:
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HP: 50000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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MaxHeightDelta: 3
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !disabled
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Sequence: idle-lights
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Power:
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Amount: -150
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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GAPLUG:
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Inherits: ^Building
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Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
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Inherits@SHAPE: ^2x3Shape
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Valued:
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Cost: 1000
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Tooltip:
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Name: GDI Upgrade Center
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Selectable:
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Bounds: 115,72,0,-12
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DecorationBounds: 115,104,0,-24
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Buildable:
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BuildPaletteOrder: 170
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Prerequisites: proc, gatech, ~structures.gdi, ~techlevel.superweapons
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Queue: Building
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Description: Can be upgraded for additional technology.
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Building:
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Footprint: xxx xxx
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Dimensions: 2,3
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WithMakeAnimation:
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Condition: build-incomplete
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WithIdleOverlay@DISH:
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RequiresCondition: !build-incomplete
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PauseOnCondition: disabled || empdisable
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Sequence: idle-dish
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !disabled && !empdisable
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Sequence: idle-lights
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WithIdleOverlay@STRIP:
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RequiresCondition: !build-incomplete && !disabled && !empdisable
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Sequence: idle-strip
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Health:
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HP: 100000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 6c0
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MaxHeightDelta: 3
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IonCannonPower:
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Cursor: ioncannon
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PauseOnCondition: disabled || empdisable
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RequiresCondition: plug.ioncannona || plug.ioncannonb
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Icon: ioncannon
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Effect: explosion
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EffectSequence: ionring
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EffectPalette: effectalpha75
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WeaponDelay: 0
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ChargeInterval: 12750
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Description: Ion Cannon
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LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
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EndChargeSpeechNotification: IonCannonReady
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SelectTargetSpeechNotification: SelectTarget
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DisplayRadarPing: True
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CameraActor: camera
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ProduceActorPower:
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PauseOnCondition: disabled || empdisable
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RequiresCondition: plug.hunterseekera || plug.hunterseekerb
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Description: Hunter Seeker
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LongDesc: Releases a drone that will acquire and destroy an enemy target.
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Icon: hunterseeker
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Actors: hunter
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Type: HunterSeeker
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ChargeInterval: 18000
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Production:
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Produces: HunterSeeker
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PauseOnCondition: empdisable
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Exit@1:
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ExitsDebugOverlay:
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SupportPowerChargeBar:
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Power:
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Amount: -150
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Power@ioncannon:
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RequiresCondition: (plug.ioncannona || plug.ioncannonb)
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Amount: -100
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Power@hunterseeker:
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RequiresCondition: (plug.hunterseekera || plug.hunterseekerb)
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Amount: -50
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Pluggable@pluga:
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Offset: 0,2
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Conditions:
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plug.ioncannon: plug.ioncannona
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plug.hunterseeker: plug.hunterseekera
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Requirements:
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plug.ioncannon: !build-incomplete && !plug.ioncannonb && !plug.ioncannona && !plug.hunterseekera
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plug.hunterseeker: !build-incomplete && !plug.hunterseekerb && !plug.ioncannona && !plug.hunterseekera
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WithIdleOverlay@ioncannona:
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RequiresCondition: !build-incomplete && plug.ioncannona
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PauseOnCondition: disabled
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Sequence: idle-ioncannona
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WithIdleOverlay@hunterseekera:
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RequiresCondition: !build-incomplete && plug.hunterseekera
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PauseOnCondition: disabled
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Sequence: idle-hunterseekera
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Pluggable@plugb:
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Offset: 1,2
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Conditions:
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plug.ioncannon: plug.ioncannonb
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plug.hunterseeker: plug.hunterseekerb
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Requirements:
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plug.ioncannon: !build-incomplete && !plug.ioncannona && !plug.ioncannonb && !plug.hunterseekerb
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plug.hunterseeker: !build-incomplete && !plug.hunterseekera && !plug.ioncannonb && !plug.hunterseekerb
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WithIdleOverlay@ioncannonb:
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RequiresCondition: !build-incomplete && plug.ioncannonb
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PauseOnCondition: disabled
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Sequence: idle-ioncannonb
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WithIdleOverlay@hunterseekerb:
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RequiresCondition: !build-incomplete && plug.hunterseekerb
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PauseOnCondition: disabled
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Sequence: idle-hunterseekerb
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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