554 lines
12 KiB
YAML
554 lines
12 KiB
YAML
NAPOWR:
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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.nod, ~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: Nod 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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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !empdisable
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Sequence: idle-lights
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Power:
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Amount: 100
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RequiresCondition: !empdisable
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Targetable:
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TargetTypes: Ground, Building, C4, SpyInfiltrate
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ScalePowerWithHealth:
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PowerTooltip:
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IsometricSelectable:
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Height: 48
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NAAPWR:
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Inherits: ^Building
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Inherits@SHAPE: ^2x3Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 70
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Prerequisites: factory, ~structures.nod, ~techlevel.medium
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Description: Provides twice as much power as\nthe normal Power Plant.
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Valued:
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Cost: 500
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Tooltip:
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Name: Advanced Power Plant
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ProvidesPrerequisite:
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Prerequisite: anypower
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Building:
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Footprint: xxx xxx
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Dimensions: 2,3
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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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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !empdisable
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Sequence: idle-lights
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Power:
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Amount: 200
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RequiresCondition: !empdisable
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Targetable:
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TargetTypes: Ground, Building, C4, SpyInfiltrate
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ScalePowerWithHealth:
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PowerTooltip:
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ProvidesPrerequisite@buildingname:
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IsometricSelectable:
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Height: 48
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NAHAND:
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Inherits: ^Building
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Inherits@SHAPE: ^3x2Shape
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Inherits@PRIMARY: ^PrimaryBuilding
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Buildable:
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Queue: Building
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BuildPaletteOrder: 20
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Prerequisites: anypower, ~structures.nod, ~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: Hand of Nod
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ProvidesPrerequisite:
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Prerequisite: barracks
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Building:
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Footprint: xxx xxx
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Dimensions: 3,2
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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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Exit@1:
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SpawnOffset: 384,768,0
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ExitCell: 2,2
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Priority: 2
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Exit@2:
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SpawnOffset: 384,768,0
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ExitCell: 3,2
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Priority: 2
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Exit@fallback1:
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SpawnOffset: 384,768,0
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ExitCell: 1,2
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Exit@fallback2:
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SpawnOffset: 384,768,0
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ExitCell: 3,1
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Exit@fallback3:
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SpawnOffset: 1086,362,0
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ExitCell: 3,0
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Exit@fallback4:
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SpawnOffset: 1086,362,0
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ExitCell: 3,-1
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Exit@fallback5:
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SpawnOffset: 1086,362,0
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ExitCell: 2,-1
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Exit@fallback6:
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SpawnOffset: 362,-362,0
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ExitCell: 1,-1
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Exit@fallback7:
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SpawnOffset: -362,-1086,0
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ExitCell: 0,-1
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Exit@fallback8:
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SpawnOffset: -362,-1086,0
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ExitCell: -1,-1
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Exit@fallback9:
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SpawnOffset: -362,-1086,0
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ExitCell: -1,0
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Exit@fallback10:
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SpawnOffset: -1086,-362,0
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ExitCell: -1,1
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Exit@fallback11:
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SpawnOffset: -1086,-362,0
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ExitCell: -1,2
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Exit@fallback12:
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SpawnOffset: -1086,-362,0
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ExitCell: 0,2
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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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LineWidth: 2
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Production:
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Produces: Infantry
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PauseOnCondition: empdisable
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ProductionBar:
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ProductionType: Infantry
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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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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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NAWEAP:
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Inherits: ^Building
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Inherits@SHAPE: ^4x3FactoryWithBibShape
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Inherits@PRIMARY: ^PrimaryBuilding
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Valued:
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Cost: 2000
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Tooltip:
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Name: Nod 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: 50
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Prerequisites: proc, ~structures.nod, ~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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Health:
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HP: 100000
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 4c0
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MaxHeightDelta: 3
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RallyPoint:
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Palette: mouse
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IsPlayerPalette: false
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LineWidth: 2
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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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ProductionBar:
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ProductionType: Vehicle
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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@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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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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IsometricSelectable:
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Height: 48
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NAHPAD:
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Inherits: ^Building
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Inherits@SHAPE: ^2x2Shape
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Inherits@PRIMARY: ^PrimaryBuilding
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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: 80
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Queue: Building
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Prerequisites: naradr, ~structures.nod, ~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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Facing: 896
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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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LineWidth: 2
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Production:
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Produces: Air
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PauseOnCondition: empdisable
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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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ProductionType: Air
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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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ProvidesPrerequisite@buildingname:
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IsometricSelectable:
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Height: 36
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NARADR:
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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: 40
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Prerequisites: proc, ~structures.nod, ~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: Nod 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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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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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: -40
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ProvidesPrerequisite@buildingname:
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IsometricSelectable:
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Height: 72
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NATECH:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPower
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 90
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Prerequisites: naweap, naradr, ~structures.nod, ~techlevel.medium
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Description: Provides access to advanced Nod technologies.
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Valued:
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Cost: 1500
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Tooltip:
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Name: Nod Tech Center
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ProvidesPrerequisite:
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Prerequisite: tech
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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: 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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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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NASTLH:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
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Inherits@SHAPE: ^3x2Shape
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HitShape:
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TargetableOffsets: 250,0,0, 600,-864,0
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Valued:
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Cost: 2500
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Tooltip:
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Name: Stealth Generator
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Buildable:
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Queue: Building
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BuildPaletteOrder: 100
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Prerequisites: proc, natech, ~structures.nod, ~techlevel.high
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Description: Generates a cloaking field\nto hide your forces from the enemy.
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Building:
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Footprint: xxx XXX
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Dimensions: 3,2
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Health:
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HP: 60000
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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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WithIdleOverlay@pulse:
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RequiresCondition: !build-incomplete && !empdisable && !disabled
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Sequence: pulse
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WithRangeCircle:
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Range: 12c0
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Type: cloakgenerator
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Power:
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Amount: -350
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ProximityExternalCondition:
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RequiresCondition: !empdisable && !disabled
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Condition: cloakgenerator
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Range: 12c0
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EnableSound: cloak5.aud
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DisableSound: cloak5.aud
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AffectsParent: true
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NATMPL:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
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Inherits@SHAPE: ^4x3Shape
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HitShape:
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TargetableOffsets: -1280,363,0
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Buildable:
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Queue: Building
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BuildPaletteOrder: 110
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Prerequisites: natech, ~structures.nod, ~techlevel.high
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Description: Provides access to advanced Nod technologies.
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ProvidesPrerequisite@buildingname:
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Valued:
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Cost: 2000
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Tooltip:
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Name: Temple of Nod
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Building:
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Footprint: xxxx xxxx xxxX
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Dimensions: 4,3
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RequiresBuildableArea:
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Adjacent: 3
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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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Power:
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Amount: -200
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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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ProduceActorPower:
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PauseOnCondition: empdisable || disabled
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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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Prerequisites: ~techlevel.superweapons
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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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IsometricSelectable:
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Height: 60
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NAMISL:
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Inherits: ^Building
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Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 120
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Prerequisites: natech, ~structures.nod, ~techlevel.superweapons
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BuildLimit: 1
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Description: Launches a devastating missile\nat a target location.\nRequires power to operate.\nMaximum 1 can be built.
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Valued:
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Cost: 1300
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Tooltip:
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Name: Nod Missile Silo
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ProvidesPrerequisite:
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Prerequisite: tech
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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: 100000
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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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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: -50
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ProvidesPrerequisite@buildingname:
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SupportPowerChargeBar:
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NukePower:
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PauseOnCondition: empdisable || disabled
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Cursor: nuke
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Icon: clustermissile
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ChargeInterval: 13500
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Description: Cluster Missile
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LongDesc: Launches an explosive cluster warhead\nat a target location.
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EndChargeSpeechNotification: ClusterMissileReady
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SelectTargetSpeechNotification: SelectTarget
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IncomingSpeechNotification: MissileLaunchDetected
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LaunchSound: icbm1.aud
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MissileWeapon: ClusterMissile
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MissileDelay: 10
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DetonationAltitude: 5c0
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SpawnOffset: 72,72,0
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DisplayTimerRelationships: None
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DisplayBeacon: False
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DisplayRadarPing: True
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BeaconPoster:
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CameraRange: 10c0
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FlightVelocity: 1c0
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TrailImage: small_smoke_trail
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TrailInterval: 0
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TrailSequences: idle
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WithSupportPowerActivationOverlay:
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NAWAST:
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Inherits: ^Building
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HitShape:
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Type: Rectangle
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TopLeft: -1536, -1536
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BottomRight: 512, 1536
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Valued:
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Cost: 1600
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Tooltip:
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Name: Waste Refinery
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Buildable:
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Queue: Building
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BuildPaletteOrder: 130
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Prerequisites: namisl, ~structures.nod, ~techlevel.superweapons
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BuildLimit: 1
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Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built.
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Building:
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Footprint: Xx+ xx+ Xx+
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Dimensions: 3,3
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Health:
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HP: 40000
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RevealsShroud:
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Range: 6c0
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MaxHeightDelta: 3
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TiberianSunRefinery:
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DockAngle: 640
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DockOffset: 2,1
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StoresResources:
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Capacity: 56
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Power:
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Amount: -40
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FreeActor:
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Actor: WEED
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SpawnOffset: 3,1
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Facing: 640
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WithIdleOverlay@GLOW:
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RequiresCondition: !build-incomplete
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Sequence: idle-glow
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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@BIB:
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RequiresCondition: !build-incomplete
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Sequence: bib
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ProvidesPrerequisite@buildingname:
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WithResourceStoragePipsDecoration:
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Position: BottomLeft
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RequiresSelection: true
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Margin: 8, 2
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FullSequence: pip-red-building
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EmptySequence: pip-empty-building
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PipStride: 4, 2
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PipCount: 15
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Palette: pips
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