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