Files
OpenRA/mods/d2k/rules/structures.yaml
Paul Chote ef7d198ca8 Merge pull request #6244 from havok13888/PalaceStarPortBib
Fixes #6013 D2K - Tiles that should unmoveable at Palaces bib
2014-08-24 11:51:52 +12:00

755 lines
12 KiB
YAML

^CONCRETE:
Building:
Adjacent: 4
TerrainTypes: Rock
BuildSounds: CHUNG.WAV
SellSounds: CHUNG.WAV
AllowInvalidPlacement: true
LaysTerrain:
Template: 88
TerrainTypes: Rock
Tooltip:
Name: Concrete
Description: Provides a strong foundation that prevents\ndamage from the terrain.
RenderSprites:
RemoveOnConditions:
CONCRETEA:
Inherits: ^CONCRETE
Building:
Footprint: xx xx
Dimensions: 2,2
Buildable:
Queue: Building
BuildPaletteOrder: 10
Owner: atreides, harkonnen, ordos
Valued:
Cost: 20
CONCRETEB:
Inherits: ^CONCRETE
Building:
Footprint: xxx xxx xxx
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 10
Owner: atreides, harkonnen, ordos
Valued:
Cost: 50
^CONYARD:
Inherits: ^Building
Building:
Footprint: xxx xxx
Dimensions: 3,2
Adjacent: 4
LaysTerrain:
TerrainTypes: Rock
Template: 88
Bib:
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Selectable:
Bounds: 96,64
Health:
HP: 1000
Armor:
Type: Concrete
RevealsShroud:
Range: 10c0
Production:
Produces: Building
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
CustomSellValue:
Value: 2000
BaseBuilding:
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: Conyard
WithBuildingPlacedOverlay:
Palette: d2k
Power:
Amount: 20
^POWER:
Inherits: ^Building
Buildable:
Prerequisites: Conyard
Queue: Building
BuildPaletteOrder: 10
Selectable:
Bounds: 64,64
Valued:
Cost: 300
Tooltip:
Name: Windtrap
Description: Provides power for other structures
Building:
Footprint: xx xx
Dimensions: 2,2
Bib:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
ProvidesCustomPrerequisite:
Prerequisite: Power
WithIdleOverlay@ZAPS:
Sequence: idle-zaps
Power:
Amount: 100
ScaleWithHealth: True
^BARRACKS:
Inherits: ^Building
Buildable:
Prerequisites: Power
Queue: Building
BuildPaletteOrder: 40
Selectable:
Bounds: 64,64
Valued:
Cost: 300
Tooltip:
Name: Barracks
Description: Trains infantry
Building:
Footprint: =x xx
Dimensions: 2,2
Bib:
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
RallyPoint:
RallyPoint: 1,3
Exit@1:
SpawnOffset: 352,576,0
ExitCell: 0,2
Exit@2:
SpawnOffset: 512,480,0
ExitCell: 1,2
Production:
Produces: Infantry
PrimaryBuilding:
ProductionBar:
RepairsUnits:
ValuePercentage: 0
ProvidesCustomPrerequisite:
Prerequisite: Barracks
Power:
Amount: -20
^REFINERY:
Inherits: ^Building
Buildable:
Prerequisites: Power
Queue: Building
BuildPaletteOrder: 20
Selectable:
Bounds: 96,64
Valued:
Cost: 1500
Tooltip:
Name: Spice Refinery
Description: Harvesters unload Spice here for processing
Building:
Footprint: =xx xx=
Dimensions: 3,2
Bib:
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
OreRefinery:
DockOffset: 2,1
DockAngle: 160
TickRate: 20
StoresResources:
PipColor: green
PipCount: 10
Capacity: 2000
CustomSellValue:
Value: 500
FreeActor:
Actor: HARVESTER
InitialActivity: FindResources
SpawnOffset: 2,1
Facing: 160
ProvidesCustomPrerequisite:
Prerequisite: Refinery
WithDockingOverlay@SMOKE:
Sequence: smoke
Power:
Amount: -30
WithIdleOverlay@TOP:
Sequence: idle-top
^SILO:
Inherits: ^Building
Buildable:
Prerequisites: Refinery
Queue: Building
BuildPaletteOrder: 30
Selectable:
Bounds: 32,32
Valued:
Cost: 150
Tooltip:
Name: Silo
Description: Stores excess harvested Spice
Building:
Adjacent: 4
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingSilo:
StoresResources:
PipColor: green
PipCount: 5
Capacity: 2000
-EmitInfantryOnSell:
Power:
Amount: -5
^LIGHT:
Inherits: ^Building
Buildable:
Prerequisites: Refinery
Queue: Building
BuildPaletteOrder: 70
Selectable:
Bounds: 96,64
Valued:
Cost: 500
Tooltip:
Name: Light Factory
Description: Produces light vehicles
Building:
Footprint: xxx xx=
Dimensions: 3,2
Bib:
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RallyPoint:
RallyPoint: 2,2
Exit@1:
SpawnOffset: 544,-224,0
ExitCell: 2,1
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: Light
WithProductionOverlay@WELDING:
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -20
^HEAVY:
Inherits: ^Building
Buildable:
Prerequisites: Refinery
Queue: Building
BuildPaletteOrder: 100
Selectable:
Bounds: 96,96
Valued:
Cost: 2000
Tooltip:
Name: Heavy Factory
Description: Produces heavy vehicles
Building:
Footprint: _x_ xxx =xx
Dimensions: 3,3
Bib:
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RallyPoint:
RallyPoint: 0,3
Exit@1:
SpawnOffset: 256,192,0
ExitCell: 0,2
Production:
Produces: Armor
PrimaryBuilding:
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: Heavy
WithProductionOverlay@WELDING:
Sequence: production-welding
WithIdleOverlay@TOP:
Sequence: idle-top
Power:
Amount: -30
^RADAR:
Inherits: ^Building
RequiresPower:
CanPowerDown:
DisabledOverlay:
Buildable:
Prerequisites: Barracks, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 50
Selectable:
Bounds: 96,64
Valued:
Cost: 700
Tooltip:
Name: Outpost
Description: Provides a radar map of the battlefield\n Requires power to operate
Building:
Footprint: xxx xxx
Dimensions: 3,2
Bib:
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
ProvidesRadar:
DetectCloaked:
Range: 6
RenderDetectionCircle:
ProvidesCustomPrerequisite:
Prerequisite: Outpost
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
Power:
Amount: -40
^STARPORT:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Starport
Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
Buildable:
Prerequisites: Outpost, ~techlevel.high
Queue: Building
BuildPaletteOrder: 80
Building:
Footprint: xxx x=x =x=
Dimensions: 3,3
Selectable:
Bounds: 96,64
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 7c0
RallyPoint:
RallyPoint: 1,3
Exit@1:
SpawnOffset: 0,-480,0
ExitCell: 2,2
Exit@2:
SpawnOffset: 0,-480,0
ExitCell: 0,2
ProductionAirdrop:
Produces: Starport
ActorType: frigate
WithDeliveryOverlay:
Palette: starportlights
ProductionBar:
PrimaryBuilding:
RequiresPower:
CanPowerDown:
DisabledOverlay:
ProvidesCustomPrerequisite:
Prerequisite: Starport
Power:
Amount: -40
^WALL:
Buildable:
Queue: Building
Prerequisites: Barracks
BuildPaletteOrder: 60
SoundOnDamageTransition:
DamagedSound:
DestroyedSound: EXPLSML4.WAV
Valued:
Cost: 100
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
Description: Stop units and blocks enemy fire.
AppearsOnRadar:
Building:
BuildSounds: CHUNG.WAV
SellSounds: CHUNG.WAV
Adjacent: 7
TerrainTypes: Rock, Concrete
Health:
HP: 300
Armor:
Type: Concrete
Wall:
CrushClasses: Concretewall
LineBuild:
Range: 8
NodeTypes: wall, turret
LineBuildNode:
Types: wall
TargetableBuilding:
TargetTypes: Ground
RenderBuildingWall:
Image: walla
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ProximityCaptor:
Types: Wall
Sellable:
Guardable:
BodyOrientation:
ThrowsShrapnel:
Weapons: shrapnel
Pieces: 3, 7
Range: 2c0, 5c0
WALL:
Inherits: ^WALL
Buildable:
Owner:
^GUNTOWER:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: Barracks
BuildPaletteOrder: 90
Valued:
Cost: 650
Tooltip:
Name: Gun Tower
Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Building:
Adjacent: 4
BuildSounds: CHUNG.WAV
SellSounds: CHUNG.WAV
Selectable:
Bounds: 32,40,0,-8
Priority: 3
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Concrete
RevealsShroud:
Range: 8c0
RenderRangeCircle:
-RenderBuilding:
RenderBuildingWall:
BodyOrientation:
QuantizedFacings: 32
WithTurret:
WithMuzzleFlash:
IgnoreOffset: true
Turreted:
ROT: 6
InitialFacing: 128
Armament:
Weapon: TurretGun
LocalOffset: 672,0,480
MuzzleSequence: muzzle
AttackTurreted:
AutoTarget:
RenderDetectionCircle:
DetectCloaked:
Range: 5
-WithCrumbleOverlay:
-WithMakeAnimation:
LineBuildNode:
Types: turret
Power:
Amount: -20
^ROCKETTOWER:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: Outpost, ~techlevel.medium
BuildPaletteOrder: 120
Valued:
Cost: 850
Tooltip:
Name: Rocket Tower
Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate
Building:
Adjacent: 4
BuildSounds: CHUNG.WAV
SellSounds: CHUNG.WAV
Selectable:
Bounds: 32,40,0,-8
Priority: 3
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Concrete
RevealsShroud:
Range: 10c0
RenderRangeCircle:
-RenderBuilding:
RenderBuildingWall:
BodyOrientation:
QuantizedFacings: 32
WithTurret:
Armament:
Weapon: TowerMissile
LocalOffset: 256,384,768, 256,-384,768
AttackTurreted:
Turreted:
ROT: 8
InitialFacing: 128
AutoTarget:
RequiresPower:
CanPowerDown:
DisabledOverlay:
RenderDetectionCircle:
DetectCloaked:
Range: 6
-WithCrumbleOverlay:
-WithMakeAnimation:
LineBuildNode:
Types: turret
Power:
Amount: -30
^REPAIR:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: Heavy, ~techlevel.medium
BuildPaletteOrder: 130
Valued:
Cost: 500
Tooltip:
Name: Repair Pad
Description: Repairs vehicles\n Allows construction of MCVs
Building:
Footprint: =x= =x= ===
Dimensions: 3,3
Health:
HP: 500
Armor:
Type: Concrete
RevealsShroud:
Range: 5c0
Reservable:
RepairsUnits:
Interval: 15
ValuePercentage: 50
RallyPoint:
RallyPoint: 1,3
ProvidesCustomPrerequisite:
Prerequisite: Repair
WithRepairOverlay:
Palette: repairlights
Power:
Amount: -10
^HIGHTECH:
Inherits: ^Building
Buildable:
Prerequisites: Outpost, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 110
Selectable:
Bounds: 96,96
Valued:
Cost: 750
Tooltip:
Name: High Tech Facility
Description: Unlocks advanced technology
Building:
Footprint: _x_ xxx xxx
Dimensions: 3,3
Bib:
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
ProvidesCustomPrerequisite:
Prerequisite: Hitech
# WithProductionOverlay@WELDING:
# Sequence: production-welding
Power:
Amount: -40
^RESEARCH:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: Hitech, ~techlevel.high
BuildPaletteOrder: 140
Selectable:
Bounds: 96,64
Valued:
Cost: 1500
Tooltip:
Name: Ix Lab
Description: Unlocks experimental tanks\n Special Ability: Carryall Combat Drop
ParatroopersPower:
Icon: paratroopers
Prerequisites: ~techlevel.superweapons
UnitType: carryall.infantry
FlareTime: 0
ChargeTime: 180
Description: Paratroopers
LongDesc: A Carryall drops a squad of Infantry \nanywhere on the map
DropItems: RIFLE, RIFLE, BAZOOKA, BAZOOKA, ENGINEER, BAZOOKA, RIFLE, RIFLE
SelectTargetSound:
FlareType:
Building:
Footprint: _x_ xxx xxx
Dimensions: 3,3
Bib:
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
ProvidesCustomPrerequisite:
Prerequisite: Research
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -40
^PALACE:
Inherits: ^Building
Buildable:
Prerequisites: Research, ~techlevel.high
Queue: Building
BuildPaletteOrder: 150
Selectable:
Bounds: 96,96
Valued:
Cost: 2000
Tooltip:
Name: Palace
Description: Unlocks elite infantry\n Special Ability: Ornithopter Strike
Building:
Footprint: xx= xxx =xx
Dimensions: 3,3
Bib:
HasMinibib: True
Health:
HP: 2000
Armor:
Type: Wood
RevealsShroud:
Range: 8c0
RenderDetectionCircle:
DetectCloaked:
Range: 4
ProvidesCustomPrerequisite:
Prerequisite: Palace
Power:
Amount: -50
SIETCH:
Inherits: ^Building
Tooltip:
Name: Fremen Sietch
Building:
Footprint: xx xx
Dimensions: 2,2
TerrainTypes: Cliff
Health:
HP: 400
Armor:
Type: Concrete
RevealsShroud:
Range: 10c0
-GivesBuildableArea:
-Sellable:
-ExternalCapturable:
-ExternalCapturableBar:
Power:
Amount: 0
STARPORTC:
Inherits: ^STARPORT
-Buildable:
PALACEC:
Inherits: ^PALACE
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Building:
Footprint: =x= xxx xxx
Dimensions: 3,3
RenderBuilding:
HEAVYC:
Inherits: ^HEAVY
-Buildable:
CONYARD:
Tooltip:
Name: Construction Yard
LIGHT:
Tooltip:
Name: Light Factory
HEAVY:
Tooltip:
Name: Heavy Factory
HITECH:
Tooltip:
Name: High-Tech Facility
REPAIR:
Tooltip:
Name: Repair Pad
RESEARCH:
Tooltip:
Name: Ix Lab