Update Old Sun God T1

This commit is contained in:
LingASDJ 2022-12-07 01:24:31 +08:00
parent 3ec865bb1c
commit 82bc1fa56a
101 changed files with 3886 additions and 7 deletions

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@ -0,0 +1,117 @@
[attack]
canAttack: true
canAttackFlyingUnits:false
canAttackLandUnits:true
canAttackUnderwaterUnits: false
aimOffsetSpread:0
turretSize: 2
turretTurnSpeed: 4
maxAttackRange:180
shootDelay:1
[turret_1]
#turret
x:0
y:-1
size:8
turnSpeed:0.85
turnSpeedAcceleration: 0.18
turnSpeedDeceleration: 0.35
shoot_flame:CUSTOM:光
canShoot: true
#shoot_sound:ROOT:/.单位贴图/.单位音效/.激光磁炮2.ogg
shoot_sound_vol:0.1
[effect_光]
image:ROOT:/assets/oldsungodimg/lighttank/.激光之怒2.png
life:12
fadeOut: true
attachedToUnit:true
scaleFrom: 0.25
scaleTo: 0.25
alpha:0.4
[effect_光2]
alwayStartDirAtZero:true
image:ROOT:/assets/oldsungodimg/lighttank/.激光之怒2.png
life:12
fadeOut: true
attachedToUnit:true
scaleFrom: 0.5
scaleTo: 0.5
alpha:0.4
[projectile_1]
directDamage:1
life:5
flameWeapon: false
instant: true
instantReuseLast:true
laserEffect:true
color:#9088a4ff
buildingDamageMultiplier: 1.5
drawSize: 0.8
explodeEffect: CUSTOM:hitLightFlash,CUSTOM:光2
explodeEffectOnShield:CUSTOM:hitLightFlash,CUSTOM:光2
[effect_hitLightFlash]
priority:high
alwayStartDirAtZero:true
image:ROOT:/assets/oldsungodimg/lighttank/.幻象之光.png
life:12
attachedToUnit: false
scaleFrom: 0.6
scaleTo: 0.8
alpha: 0.2
drawUnderUnits:false
[movement]
movementType: LAND
moveSpeed: 0.64
moveAccelerationSpeed: 0.04
moveDecelerationSpeed: 0.06
reverseSpeedPercentage:1.0
maxTurnSpeed: 1.2
turnAcceleration: 0.15
moveSlidingMode :false
moveIgnoringBody:false
[graphics]
total_frames: 3
image:ROOT:/assets/oldsungodimg/lighttank/.幻光型坦克.png
image_wreak:NONE
image_turret:ROOT:/assets/oldsungodimg/lighttank/.炮塔.png
image_shadow: AUTO
shadowOffsetX:2
shadowOffsetY:2
animation_moving_start: 0
animation_moving_end: 2
animation_moving_speed:2.2
dustEffect: true
teamColorsOnTurret: true
[core]
class: CustomUnitMetadata
price:1600
maxHp:640
maxShield:100
mass:200
techLevel: 2
buildSpeed:30s
radius:27
softCollisionOnAll: 0
name:幻光者
tags:HGXTK
displayText_zh:幻光冲击者
displayText:Magic Light Tank
displayDescription_zh:-较近的射击距离,只能攻击地面\n-拥有持续伤害的激光\n-拥有较高的护甲\n-移动速度较慢
displayDescription:-Closer firing range,Only attack the Land\n-laser sustained damage\n-has higher armor\n-Moves slower

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[core]
name: Comet
altNames: Komet
displayText: Comet Fighter
displayDescription: -Cheap \n-Attacks Land and Air \n-Low Damage\n-Average Speed
displayText_zh:彗星战斗机
displayDescription_zh: -性价比不高的战斗机,移速较快,对空对地,需要充能才能攻击。
price: 900
mass: 500
class: CustomUnitMetadata
techLevel: 1
buildSpeed: 20s
radius: 20
maxHp: 200
softCollisionOnAll: 40
energyMax: 7
energyRegen: 0.004
energyStartingPercentage: 1
energyNeedsToRechargeToFull: true
[graphics]
image: ROOT:/assets/oldsungodimg/comet/Komet_Fighter.png
image_shadow: AUTO
total_frames: 1
image_wreak: ROOT:/assets/oldsungodimg/comet/Comet_Wreckage.png
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
maxAttackRange: 170
isFixedFiring: false
[turret_machinegun1]
delay: 8
x:3
y:10
canShoot: true
invisible: true
shoot_flame: smoke
projectile: 1
shoot_sound: gun_fire
shoot_sound_vol: 0.3
turnSpeed: 6
turnSpeedAcceleration: 1
energyUsage: 0.10
[turret_machinegun2]
x: -3
y: 10
copyFrom: machinegun1
[projectile_1]
life: 500
directDamage: 4
speed: 12
image: ROOT:/assets/oldsungodimg/comet/bullet.png
lightColor: #fff200
lightSize: 0.1
explodeEffect: NONE
[movement]
movementType: AIR
moveSpeed: 1.6
moveAccelerationSpeed: 0.2
moveDecelerationSpeed: 0.2
maxTurnSpeed: 0.8
turnAcceleration: 0.05
slowDeathFall: true

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@ -16,8 +16,8 @@ displayDescription:Letters from the alien named Leiden Technology can make some
tags:拉莱耶 tags:拉莱耶
#overrideAndReplace:mechEngineer #overrideAndReplace:mechEngineer
#price: 2 #price: 2
price: 50000 price: 5000
maxHp: 4500 maxHp: 2700
mass: 1000 mass: 1000
techLevel: 2 techLevel: 2
experimental: true experimental: true
@ -70,19 +70,19 @@ name: reclaim
pos: -1 pos: -1
[canBuild_2] [canBuild_2]
name: mechGun, mechMissile, mechBunkerDeployed name: mechBunkerDeployed
forceNano: true forceNano: true
[canBuild_3] #[canBuild_3]
name: mechFactory #name: mechFactory
forceNano: true #forceNano: true
[canBuild_4] [canBuild_4]
name: airFactory, seaFactory name: airFactory, seaFactory
tech: 1 tech: 1
[canBuild_5] [canBuild_5]
name: repairBay, turret, antiAirTurret, laserDefence, extractor, fabricator, landFactory name: repairBay, turret, antiAirTurret, laserDefence, extractor, fabricator, landFactoryX
[graphics] [graphics]
total_frames: 1 total_frames: 1

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@ -0,0 +1,115 @@
[core]
name: seaFactoryX
class: CustomUnitMetadata
price: 2000
maxHp: 1500
mass: 13000
#footprint used for collisions with units (left, up, right, down)
footprint: -2,-2,2,2
tags:海军基地
#used for placement, and placement of other buildings
constructionFootprint: -2,-2,2,3
overrideAndReplace: seaFactory
extraBuildRangeWhenBuildingThis:65
techLevel: 1
buildSpeed: 0.0002
#availableInDemo: true
radius: 40
#displayRadius: 25
isBio: false
isBuilding: true
displayText:Sea Factory
displayDescription:-Build T1 Sea units, Which can be upgraded
displayText_zh:海军基地
displayDescription_zh:-制造初级海上单位,可升级
exit_x:0
exit_y:-3
exit_moveAwayAmount:80
softCollisionOnAll: 10
canBuild_1_name: setRally
canBuild_1_pos: -1
canBuild_2_name: gunBoat,hovercraft,missileShip,battleShip
#canBuild_2_name: builderShip,动员炮艇,gunBoat,lightSub,hovercraft,attackSubmarine,missileShip,battleShip,白露级,无畏级
canBuild_2_pos: 1
#heavyBattleship,heavySub
builtFrom_1_name: builder
builtFrom_1_pos: 8
[graphics]
total_frames: 1
image: ROOT:/assets/oldsungodimg/seafactory/sea_factory.png
#image_back:
image_wreak: ROOT:/assets/oldsungodimg/seafactory/sea_factory_dead.png
image_offsetY:-20
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: AUTO
shadowOffsetX:2
shadowOffsetY:-18
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType:WATER
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.25
noneInBaseExtraPriority: 0.35
noneGlobalExtraPriority: 0.12
maxEachBase: 10
[action_升级]
convertTo: seaFactoryT2
price: 14000
text: i:gui.actions.upgradeT2
displayType: upgrade
description:-Upgrade and Unlock more Powerful T2 Sea Units.
description_zh:-升级并解锁更强大的T2海军单位
buildSpeed: 40s
pos: 0
unitShownInUI: seaFactoryT2
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
isLocked:true
#[action_外包]
#autoTrigger: if not self.resource(type='旧日自动计划',lessThan=1)
#convertTo:seaFactoryT2
#isVisible:false

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@ -0,0 +1,78 @@
[core]
name: seaFactoryT2
class: CustomUnitMetadata
price: 6000
maxHp: 3800
mass: 13000
#footprint used for collisions with units (left, up, right, down)
footprint: -2,-2,2,2
#used for placement, and placement of other buildings
constructionFootprint: -2,-2,2,3
tags:海军基地,海军基地 T-2
showInEditor:false
techLevel: 2
buildSpeed: 0.0003
#availableInDemo: true
radius: 40
#displayRadius: 25
isBio: false
isBuilding: true
displayText:海军基地 T-2
displayDescription:-制造高级海上单位
exit_x:0
exit_y:-3
exit_moveAwayAmount:120
canBuild_1_name: setRally
canBuild_1_pos: -1
[graphics]
total_frames: 1
image: ROOT:/assets/oldsungodimg/seafactory/sea_factory_t2.png
#image_back:
image_wreak: ROOT:/assets/oldsungodimg/seafactory/sea_factory_dead.png
image_offsetY:-20
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: AUTO
shadowOffsetX:2
shadowOffsetY:-18
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType:WATER
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
upgradedFrom: seaFactory
ai_upgradePriority:0.3

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@ -0,0 +1,87 @@
[core]
name: laserDefenceT2
class: CustomUnitMetadata
price: 4000
maxHp: 1400
mass: 3000
tags:LK
displayText: i:units.laserDefence.name
displayDescription: i:units.laserDefence.description
#overrideAndReplace: laserDefence
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint: 0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
buildingSelectionOffset:-6
techLevel: 1
buildSpeed: 0.002
radius: 18
isBio: false
isBuilding: true
energyMax: 25
energyRegen: 0.004
softCollisionOnAll: 3
[hiddenAction_0]
stopLastAnimation:true
autoTrigger:if self.energy(full=true)
[hiddenAction_1]
playAnimation:1
autoTrigger:if self.energy(lessThan=0.1)
[animation_1]
blendIn:0
blendOut:99s
body_0: {frame:1}
body_99s: {frame:1}
[graphics]
total_frames: 2
image: ROOT:/assets/oldsungodimg/laser/laser_defenceT2.png
image_wreak: ROOT:/assets/oldsungodimg/laser/laser_defence_dead.png
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange:200
[turret_1]
x: 0
y: 14
canShoot: false
laserDefenceEnergyUse: 1.1
size:1
[ai]
buildPriority: 0.05
noneGlobalExtraPriority: 0.1

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@ -0,0 +1,97 @@
[core]
name: c_laserDefence
class: CustomUnitMetadata
price: 1200
maxHp: 500
mass: 3000
tags:LK
displayText: i:units.laserDefence.name
displayDescription: i:units.laserDefence.description
overrideAndReplace: laserDefence
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint: 0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
buildingSelectionOffset:-6
techLevel: 1
buildSpeed: 0.002
radius: 18
isBio: false
isBuilding: true
energyMax: 10
energyRegen: 0.004
softCollisionOnAll: 3
[hiddenAction_0]
stopLastAnimation:true
autoTrigger:if self.energy(full=true)
[hiddenAction_1]
playAnimation:1
autoTrigger:if self.energy(lessThan=0.1)
[action_upgradeT2]
convertTo: laserDefenceT2
price: 20000
text:i:gui.actions.upgradeT2
description:i:units.laserDefence.upgrade.description
isLocked:true
displayType: upgrade
buildSpeed: 55.6s
iconImage: SHARED:icon_upgrade.png
[animation_1]
blendIn:0
blendOut:99s
body_0: {frame:1}
body_99s: {frame:1}
[graphics]
total_frames: 2
image: ROOT:/assets/oldsungodimg/laser/laser_defence.png
image_wreak: ROOT:/assets/oldsungodimg/laser/laser_defence_dead.png
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange:160
[turret_1]
x: 0
y: 14
canShoot: false
laserDefenceEnergyUse: 1.1
size:1
[ai]
buildPriority: 0.25
noneInBaseExtraPriority: 0.35
noneGlobalExtraPriority: 0.12
maxEachBase: 10

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@ -0,0 +1,220 @@
[attack]
turretRotateWithBody: false
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 7
turretTurnSpeed: 4
maxAttackRange: 350
shootDelay: 50
isFixedFiring: false
[canBuild_canReclaim]
name: reclaim
pos: -1
# [canBuild_1]
# name: mechFactory
# forceNano: true
[canBuild_2]
name: airFactory, seaFactory
tech: 1
[canBuild_3]
name: repairBay, turret, antiAirTurret, laserDefence, extractor, fabricator, landFactoryX
tech: 1
[turret_1]
x:0
y:0
canShoot: false
recoilOffset: -3
recoilOutTime: 5
recoilReturnTime:15
idleDir:0
turnSpeed: 2.9
turnSpeedAcceleration: 0.3
[turret_2]
x:17
y:-2
attachedTo: 1
slave: true
invisible: true
shoot_flame:CUSTOM:lightSlowFade,shockwave
canShoot: true
warmup:7
chargeEffectImage: SHARED:lighting_charge.png
[turret_3]
x:-17
y:-2
invisible: true
copyFrom: 2
linkDelayWithTurret:2
warmup:7
[projectile_1]
directDamage:5
life: 70
frame: 11
drawSize: 0.7
speed: 0
targetSpeed: 8
targetSpeedAcceleration: 1.5
effectOnCreate: CUSTOM:projectileLight
trailEffect:CUSTOM:sparks2
largeHitEffect: true
explodeEffect: CUSTOM:projectilePassThough,shockwave
[effect_projectilePassThough]
spawnChance: 0.3
priority:high
frameIndex:11
stripIndex: projectiles
life:80
fadeOut: true
attachedToUnit: false
color: #FFFFFF
scaleFrom:0.7
scaleTo: 0.2
alpha: 1
drawUnderUnits:false
ySpeedRelative:6
atmospheric: true
alsoPlaySound:ROOT:/sound/killdie.ogg:0.3
[effect_lightSlowFade]
image: SHARED:light_50.png
life: 20
fadeOut: true
attachedToUnit: true
#color: #63e6e8
color: #FFEECCCC
scaleFrom: 0.2
scaleTo: 0.5
alpha: 0.5
drawUnderUnits:true
[effect_projectileLight]
priority:high
image: SHARED:light_50.png
life: 100
fadeOut: true
attachedToUnit: true
color: #FFEECCCC
fadeInTime:2
scaleFrom: 0.3
scaleTo: 0.3
alpha: 0.6
drawUnderUnits:false
liveAfterAttachedDies: false
[effect_scoutTrail]
createWhenOverLiquid: false
createWhenZoomedOut: false
priority:low
image: SHARED:light_50.png
life:60
fadeOut: true
attachedToUnit: false
color: #63e6e8
fadeInTime:2
scaleFrom:1
scaleTo:0.6
alpha: 0.4
drawUnderUnits:true
ySpeedRelative:-0.4
atmospheric: true
[effect_sparks]
createWhenOverLiquid: false
createWhenZoomedOut: false
attachedToUnit: false
life:80
xOffsetRelativeRandom:15
yOffsetRelativeRandom:15
image: SHARED:spark.png
scaleFrom:0.8
scaleTo:1.2
ySpeedRelative:-1
ySpeedRelativeRandom:0.6
xSpeedRelativeRandom:0.6
[effect_sparks2]
#createWhenOverLiquid: false
#createWhenZoomedOut: false
attachedToUnit: false
life:80
xOffsetRelativeRandom:3
yOffsetRelativeRandom:3
image: SHARED:spark.png
scaleFrom:0.8
scaleTo:0.4
ySpeedRelativeRandom:0.3
xSpeedRelativeRandom:0.3
[movement]
movementType: HOVER
moveSpeed: 0.6
moveAccelerationSpeed: 0.3
moveDecelerationSpeed: 0.3
targetHeight: 3
targetHeightDrift: 1
maxTurnSpeed: 2.4
turnAcceleration: 0.2
moveSlidingMode :true
moveIgnoringBody:true
moveSlidingDir: 181
[graphics]
total_frames: 1
image:ROOT:/assets/oldsungodimg/eye/目视者.png
lock_body_rotation_with_main_turret: true
image_shadow: AUTO
shadowOffsetX:2
shadowOffsetY:2
splastEffect: true
#dustEffect: true
#不,一定的单位需要一定的好效果
movementEffect: CUSTOM:scoutTrail,CUSTOM:sparks
movementEffectRate:5
[core]
class: CustomUnitMetadata
soundOnAttackOrder:ROOT:/sound/aimupdate.ogg:0.5
price:400
maxHp:180
mass: 500
techLevel:1
buildSpeed:8s
radius:19
displayRadius:21
fogOfWarSightRange:7
name:目视者
tags:AimEye
displayText_zh:目视者
displayText:Eye Build
displayDescription_zh:-可在两栖移动\n-可攻击空中和陆地单位\n-可大范围去雾\n-攻击能力较弱\n-可建造东西。
displayDescription:-Can be moved in hover\n-attack air and land unit\n-can be largely removed\n-The attack ability is weaker \n-can build something.
canRepairBuildings: true
canRepairUnits : true
canReclaimResources: true
autoRepair: true
nanoRange: 140
nanoRepairSpeed: 0.7
nanoBuildSpeed: 0.7
[ai]
useAsBuilder: true

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@ -0,0 +1,124 @@
; [action_外包]
; autoTrigger: if not self.resource(type='旧日自动计划',lessThan=1)
; convertTo:airFactoryT6
; isVisible:false
[core]
name: airFactory
class: CustomUnitMetadata
price: 1000
maxHp: 1000
mass: 9000
#generation_credits:1
#generation_delay: 40
#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,2
#nanoFactorySpeed:1.25
#selfRegenRate:0.01
buildingToFootprintOffsetY:10
tags:空军基地,factory,mainBuidings,airFactory
overrideAndReplace:airFactory
#used for placement, and placement of other buildings
constructionFootprint: -1,-1,1,2
displayText_zh: 空军工厂
displayDescription_zh: 生产空中单位,可升级
displayText: Air Factory
displayDescription: Production of air units, upgradeable
techLevel: 1
buildSpeed: 0.0004
#availableInDemo: true
radius: 30
#displayRadius: 30
isBio: false
isBuilding: true
softCollisionOnAll:20
exit_x:0
exit_y:0
canBuild_1_name: setRally
canBuild_1_pos: -1
canBuild_2_name: lightGunship,c_interceptor,c_helicopter,Comet
canBuild_2_pos: 1
[action_up]
text:Upgrade - T2
description:Unlock and create more advanced units.
text_zh:升级至 - T2
description_zh:解锁并制造更加高级的单位
price:1650
buildSpeed:45s
pos:-2
convertTo: airFactoryT2
ai_isHighPriority:if self.hasResources(8000)
displayType:upgrade
unitShownInUI: airFactoryT2
isLocked:true
#ai_isDisabled: if not self.hasResources(8000)
[graphics]
total_frames: 20
imageScale: 1
image: ROOT:/assets/oldsungodimg/airfactory/空军基地.png
image_wreak: ROOT:/assets/oldsungodimg/airfactory/死亡.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
animation_idle_start:0
animation_idle_speed:3
animation_idle_end:19
#AUTO
image_shadow: NONE
shadowOffsetX:2
shadowOffsetY:2
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 20
turretTurnSpeed: 3
maxAttackRange: 0
shootDelay: 80
[projectile_1]
directDamage: 0
life: 70
speed: 5
[movement]
movementType: BUILDING
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.25
noneInBaseExtraPriority: 0.35
noneGlobalExtraPriority: 0.12
maxEachBase: 10

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[core]
name:airFactoryT2
class: CustomUnitMetadata
price: 3000
maxHp: 8800
mass: 9000
#generation_credits:3
#generation_delay: 40
#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,2
buildingToFootprintOffsetY:10
copyFrom:空军基地.ini
nanoFactorySpeed:1.15
constructionFootprint: -1,-1,1,2
tags:空军基地,空军基地T2,factory,mainBuidings,airFactory,airFactoryT2
displayText_zh: 空军工厂 T-2
displayDescription_zh: 生产空中单位,可升级
displayText: Air Factory T-2
displayDescription: Production of air units, upgradeable
techLevel: 2
buildSpeed: 0.0006
#availableInDemo: true
radius: 30
#displayRadius: 30
isBio: false
isBuilding: true
softCollisionOnAll: 20
overrideAndReplace: NONE
exit_x:0
exit_y:0
canBuild_1_name: setRally
canBuild_1_pos: -1
canBuild_2_name: lightGunship,c_interceptor,c_helicopter
canBuild_2_pos: 1
[graphics]
total_frames: 15
imageScale: 1
image: ROOT:/assets/oldsungodimg/airfactory/空军基地T2.png
[ai]
upgradedFrom: airFactory
ai_upgradePriority:0.45
#[action_up]

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[core]
name: landFactoryX
class: CustomUnitMetadata
price: 1000
maxHp: 720
mass: 9000
displayText: LandFactory
displayText_zh:陆军工厂
displayDescription: -Army T1 units that produce the Old Sun God\n-Can be upgraded to obtain more powerful units
displayDescription_zh:-生产旧日神教基础的陆军T1单位\n-可以升级获得更加强大的单位
#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,2
#used for placement, and placement of other buildings
constructionFootprint: -1,-1,1,2
# overrideAndReplace: landFactory
techLevel: 1
buildSpeed: 16s
#availableInDemo: true
radius: 35
#displayRadius: 25
isBio: false
isBuilding: true
exit_x:0
exit_y:-1
exit_moveAwayAmount:120
[canBuild_Rally]
name:setRally,scout,tank,c_artillery,hoverTank,目视者
tech:2
pos:1
[graphics]
total_frames: 1
image: ROOT:/assets/oldsungodimg/landfactory/LFFT1.png
image_back: ROOT:/assets/oldsungodimg/landfactory/LFB.png
image_wreak: ROOT:/assets/oldsungodimg/landfactory/LFD.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[arm_1]
x:0
y:0
image_end:ROOT:/assets/oldsungodimg/landfactory/LandFactDoor.png
drawOverBody:true
[arm_2]
x:0
y:0
image_end:ROOT:/assets/oldsungodimg/landfactory/LFFT1.png
drawOverBody:true
image_end_teamColors:true
[animation_openDoor]
onActions: queuedUnits
onActionsQueuedUnitPlayAt: 0.8
blendIn: 1s
blendOut: 4s
arm1_0: {x:0, y:20}
#arm1_0ms: {x:0, y:0}
#arm1_1400ms: {x:10, y:-8}
[ai]
buildPriority: 0.24
noneInBaseExtraPriority: 0.35
noneGlobalExtraPriority: 0.12
maxEachBase: 5
[action_Upgrade]
convertTo:landFactoryReworkedT2
displayType: action
price: 2200
text: Upgrade
description: Allow more advanced units.
text_zh: 升级
description_zh: 允许制造更多的先进单位
buildSpeed: 42s
pos:-1
isLocked:true

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[core]
name: landFactoryReworkedT2
class: CustomUnitMetadata
price: 2700
copyFrom:landFactory.ini
maxHp: 2000
mass: 9000
displayText: LandFactoryT2
displayText_zh:陆军工厂T2
[canBuild_Rally]
name:setRally,scout,tank,c_artillery,hoverTank,目视者,幻光者
[action_Upgrade]
isVisible:false

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[core]
name: mechBunkerX
class: CustomUnitMetadata
copyFrom: mech_large_common.ini
price: 4500
maxHp: 800
mass: 6000
techLevel: 1
buildSpeed: 0.0006
#availableInDemo: true
displayLocaleKey: mechBunker
overrideAndReplace: mechBunker
fogOfWarSightRange: 20
radius: 29
#displayRadius: 11
isBio: false
softCollisionOnAll: 0
#energyMax: 3
#energyRegen: 0.010
#energyNeedsToRechargeToFull: true
builtFrom_1_name: mechFactory
builtFrom_1_pos: 7
builtFrom_2_name: mechFactoryT2
builtFrom_2_pos: 7
[action_deploy]
isVisible: true
text: Deploy
convertTo: mechBunkerDeployed
displayType: action
price: 0
buildSpeed: 0.006
whenBuilding_cannotMove: true
whenBuilding_rotateTo: 0
whenBuilding_rotateTo_orBackwards: true
canPlayerCancel: false
allowMultipleInQueue: false
#No confirm needed on mobile
alwaysSinglePress: true
#Note using canPlayerCancel=false, allowMultipleInQueue=false and alwaysSinglePress=true together
#will hide the queue buttons on mobile, as it's not needed
[graphics]
total_frames: 1
image: topBunker.png
image_wreak: NONE
image_turret: NONE
image_shadow: SHADOW:topBunker.png
shadowOffsetX:1
shadowOffsetY:1
#bunkerTurret.png
#animation_moving_start: 0
#animation_moving_end: 7
#animation_moving_speed: 6
#lock_shadow_rotation_with_main_turret: true
lock_body_rotation_with_main_turret: false
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 20
turretTurnSpeed: 2
maxAttackRange: 200
shootDelay: 70
turretRotateWithBody: true
[turret_1]
x: 0
y: 0
idleDir:0
turnSpeed: 2.9
turnSpeedAcceleration: 0.07
canShoot: false
[turret_2]
#
x: 0
y: 0
#slave: true
#invisible: true
image: bunkerTurret.png
projectile: 1
turnSpeed: 3.9
turnSpeedAcceleration: 0.2
canShoot: true
size: 25
#energyUsage: 1
#warmup:45
#chargeEffectImage: SHARED:lighting_charge.png
#shouldResetTurret: false
shoot_sound:large_gun_fire2
shoot_sound_vol:0.3
shoot_flame:large
shoot_light:#FFEECCCC
recoilOffset: -3
recoilOutTime: 6
recoilReturnTime: 7
idleSweepAngle:20
idleSweepSpeed:0.20
idleSweepDelay:210
idleSweepAddRandomDelay:50
idleSweepCondition: if not self.isMoving()
#idleSweepAddRandomAngle:40
[projectile_1]
life: 150
speed: 4
largeHitEffect: true
frame: 2
targetGround: true
areaDamage: 110
areaRadius: 45
[leg_1]
x: -22
y: 15
attach_x: -5
attach_y: 10
moveSpeed: 1.9
rotateSpeed: 7
heightSpeed: 0.3
resetAngle:25
image_leg: leg.png
image_foot: foot_small.png
#draw_foot_on_top: true
dust_effect: false
holdDisMin: 5
holdDisMax: 19
favourOppositeSideNeighbours: true
estimatingPositionMultiplier:0.7
[leg_2]
x: 22
y: 15
attach_x: 5
attach_y: 10
copyFrom: 1
[leg_3]
x: -22
y: -15
attach_x: -5
attach_y: -10
copyFrom: 1
[leg_4]
x: 22
y: -15
attach_x: 5
attach_y: -10
copyFrom: 1
[movement]
movementType: OVER_CLIFF
moveSpeed: 0.4
moveAccelerationSpeed: 0.07
moveDecelerationSpeed: 0.17
targetHeight:3
maxTurnSpeed: 1.0
turnAcceleration: 0.5
#moveSlidingMode :false
#moveIgnoringBody:false
moveSlidingMode :true
moveIgnoringBody:true
moveSlidingDir: 181
reverseSpeedPercentage:1

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[core]
name: mechBunkerDeployedX
class: CustomUnitMetadata
copyFrom: mech_bunker.ini
showInEditor: false
builtFrom_1_name: NONE
builtFrom_2_name: NONE
radius: 23
displayLocaleKey: mechBunkerDeployed
overrideAndReplace: mechBunkerDeployed
#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,1
#used for placement, and placement of other buildings
constructionFootprint:-1,-1,1,1
#buildingToFootprintOffsetX:20
#buildingToFootprintOffsetY:20
maxShield: 500
shieldRegen: 0.15
startShieldAtZero: true
isBuilding: true
ignoreInUnitCapCalculation: false
[action_deploy]
isVisible: false
[action_undeploy]
isVisible: true
text: Undeploy
convertTo: mechBunker
displayType: action
price: 0
buildSpeed: 0.010
isLocked:true
canPlayerCancel: false
allowMultipleInQueue: false
#No confirm needed on mobile
alwaysSinglePress: true
[graphics]
#lock_body_rotation_with_main_turret: false
[attack]
maxAttackRange: 240
shootDelay: 50
[turret_2]
shouldResetTurret: false
#idleSpin: 0.5
[leg_1]
x: -3
y: 3
attach_x: -5
attach_y: 10
moveSpeed: 1.0
rotateSpeed: 7
heightSpeed: 0.4
resetAngle:25
image_leg: leg.png
image_foot: foot_small.png
#draw_foot_on_top: true
#dust_effect: false
holdDisMin: 5
holdDisMax: 15
[leg_2]
x: 3
y: 3
attach_x: 5
attach_y: 10
copyFrom: 1
[leg_3]
x: -3
y: -3
attach_x: -5
attach_y: -10
copyFrom: 1
[leg_4]
x: 3
y: -3
attach_x: 5
attach_y: -10
copyFrom: 1
[movement]
movementType: NONE
targetHeight:0
moveSpeed: 0
moveAccelerationSpeed: 0.07
moveDecelerationSpeed: 0.17
maxTurnSpeed: 1.0
turnAcceleration: 0.5
moveSlidingMode :false
moveIgnoringBody:false
reverseSpeedPercentage:1
[ai]
upgradedFrom: mechBunker

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[core]
name: NULL
class: CustomUnitMetadata
#template only
dont_load: true
isBio: false
softCollisionOnAll: 0
[graphics]
total_frames: 1
shadowOffsetX:2
shadowOffsetY:2
lock_body_rotation_with_main_turret: true
[attack]
turretRotateWithBody: false
[turret_1]
x: 0
y: 0
idleDir:0
turnSpeed: 2.9
turnSpeedAcceleration: 0.3
canShoot: false
[leg_1]
x: -20
y: 0
attach_x: -13
attach_y: 0
moveSpeed: 1.9
moveWarmUp:0.1s
rotateSpeed: 7
heightSpeed: 0.7
resetAngle:25
image_leg: leg.png
image_foot: foot.png
#draw_foot_on_top: true
#dust_effect: false
holdDisMin: 22
holdDisMax: 42
[leg_2]
x: 20
y: 0
attach_x: 13
attach_y: 0
copyFrom: 1
[movement]
movementType: OVER_CLIFF
moveSlidingMode :false
moveIgnoringBody:false
reverseSpeedPercentage:1

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[core]
name: extractorT1
displayLocaleKey: extractor
copyFrom: extractor_common.ini
price: 700
maxHp: 800
techLevel: 1
buildSpeed: 0.0010
overrideAndReplace: extractor
#price per credit: $87
generation_resources: credits=8
[action_upgradeT2]
convertTo: extractorT2
#price: 1200 #1.13
price: 1400
#price per credit: $233 (out of date)
text: i:gui.actions.upgradeT2
description: i:units.extractor.upgrade.description
displayType: upgrade
buildSpeed: 0.0006
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
isLocked:true
[animation_idle]
onActions : idle
body_0s: {frame:0}
body_0.8s: {frame:3}
body_1.0s: {frame:3}
pingPong:true
[graphics]
image: extractor.png

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[core]
name: extractorT2
displayLocaleKey: extractor
copyFrom: extractor_common.ini
price: 2100
maxHp: 1000
generation_resources: credits=12
techLevel: 2
buildSpeed: 0.0010
[action_upgradeT3]
convertTo: extractorT3
#price: 2500 #1.13.3 (with $+18)
price: 4000
text: i:gui.actions.upgradeT3
description: i:units.extractor.upgrade.descriptionT3
displayType: upgrade
buildSpeed: 0.0003
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[animation_idle]
KeyframeTimeScale: 0.5
[graphics]
image: extractor_t2.png

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[core]
name: extractorT3
displayLocaleKey: extractor
copyFrom: extractor_common.ini
price: 6100
maxHp: 2000
techLevel: 3
buildSpeed: 0.0010
#generation_resources: credits=18 #1.13
generation_resources: credits=20
[action_overclock]
convertTo: extractorT3_overclocked
price: 8000
#price per credit: $800 (+10)
text: i:units.extractor.upgrade_overclock.text
description: i:units.extractor.upgrade_overclock.description
displayType: upgrade
buildSpeed: 0.0002
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[action_reinforce]
convertTo: extractorT3_reinforced
price: 3000
text: i:units.extractor.upgrade_reinforce.text
description: i:units.extractor.upgrade_reinforce.description
displayType: upgrade
buildSpeed: 0.0007
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[animation_idle]
KeyframeTimeScale: 0.33
[graphics]
image: extractor_t3.png

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[core]
name: extractorT3_overclocked
displayLocaleKey: extractor
copyFrom: extractor_common.ini
price: 14100
maxHp: 1100
generation_resources: credits=30
techLevel: 3
buildSpeed: 0.0010
[action_temp]
#Temp padding to not match up with T2->T3 upgrade when using upgradedFrom
isVisible:false
addResources: credits=0
[action_refund]
convertTo: extractorT3
ai_isDisabled: true
price: 0
addResources: 4000
text: i:units.extractor.downgrade_overclock.text
description: i:units.extractor.downgrade_overclock.description
displayType: action
buildSpeed: 50s
[animation_idle]
KeyframeTimeScale: 0.2
[graphics]
image: extractor_t3_overclocked.png
image_offsetY: -7

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[core]
name: extractorT3_reinforced
displayLocaleKey: extractor
copyFrom: extractor_common.ini
price: 10100
maxHp: 4700
techLevel: 3
buildSpeed: 0.0010
generation_resources: credits=20
maxShield: 800
shieldRegen: 0.15
shieldRenderRadius: 24
selfRegenRate:0.10
[action_temp]
#Temp padding to not match up with T2->T3 upgrade when using upgradedFrom
isVisible:false
addResources: credits=0
[action_refund]
convertTo: extractorT3
ai_isDisabled: true
price: 0
addResources: 2000
text: i:units.extractor.downgrade_reinforce.text
description: i:units.extractor.downgrade_reinforce.description
displayType: action
buildSpeed: 0.003
[animation_idle]
KeyframeTimeScale: 0.33
[graphics]
image: extractor_t3_reinforced.png
image_offsetY: 0

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[core]
dont_load:true
mass: 9000
displayLocaleKey: extractor
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,0,0
#used for placement, and placement of other buildings
constructionFootprint: 0,0,0,0
buildingSelectionOffset:4
techLevel: 1
buildSpeed: 0.0010
radius: 18
displayRadius:20
isBuilding: true
placeOnlyOnResPool: true
numBitsOnDeath: 16
hideScorchMark: true
effectOnDeath: resourcePoolSmoke
explodeTypeOnDeath: buildingNoShockwaveOrSmoke
[animation_idle]
onActions : idle
body_0s: {frame:0}
body_0.8s: {frame:3}
body_1.0s: {frame:3}
pingPong:true
[graphics]
total_frames: 4
#image: extractor.png
image_back: extractor_back.png
image_back_always_use_full_image: true
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
#ai adds extra rules for placeOnlyOnResPool type units
buildPriority: 0.4
recommendedInEachBasePriorityIfUnmet:0.55
recommendedInEachBaseNum: 2
noneInBaseExtraPriority: 0.43
#noneGlobalExtraPriority: 0.3
maxEachBase: 99
#for the other extractors copying this
upgradedFrom: extractorT1

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[core]
name: fabricatorT1
class: CustomUnitMetadata
price: 2200
maxHp: 500
mass: 9000
displayLocaleKey: fabricator
overrideAndReplace: fabricator
#price per credit: $1100
generation_resources: credits=2
#footprint used for collisions with units (left, up, right, down)
footprint: -1,-1,1,1
#used for placement, and placement of other buildings
constructionFootprint: -1,-1,1,1
techLevel: 1
buildSpeed: 0.0005
radius: 20
isBio: false
isBuilding: true
fireTurretXAtSelfOnDeath: explode
[action_upgradeT2]
convertTo: fabricatorT2
price: 4400
text: i:gui.actions.upgradeT2
description: i:units.fabricator.upgrade.description
#text: i:units.fabricator.upgrade.name
isLocked:true
displayType: upgrade
buildSpeed: 65.6s
#iconImage: SHARED:icon_upgrade.png
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[animation_idle]
onActions : idle
body_0s: {frame:2}
body_0.4s: {frame:2}
body_0.6s: {frame:0}
body_0.8s: {frame:0}
body_1.3s: {frame:2}
[graphics]
total_frames: 3
image: fabricatorT1.png
image_wreak: fabricator_dead.png
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
maxAttackRange: 0
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[turret_explode]
x:0
y:0
canShoot:false
projectile:explode
[projectile_explode]
life:99
instant: true
speed: 1
largeHitEffect: true
frame: 0
shadowFrame:1
drawType:1
targetGround: true
areaDamage: 350
areaRadius: 90
areaExpandTime:35
deflectionPower:-1
lightColor: #FFEEEE00
lightSize: 1
friendlyFire: true
[ai]
buildPriority: 0.03
noneInBaseExtraPriority: 0.04
noneGlobalExtraPriority: 0.1
maxEachBase: 1
maxGlobal: 5

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[core]
name: fabricatorT2
copyFrom: fabricatorT1.ini
price: 6600
maxHp: 1000
displayLocaleKey: fabricator
overrideAndReplace: NONE
generation_resources: credits=7
techLevel: 2
buildSpeed: 0.0004
[action_upgradeT2]
@copyFrom_skipThisSection:true
[action_upgradeT3]
convertTo: fabricatorT3
price: 7500
text: i:gui.actions.upgradeT3
description: i:units.fabricator.upgrade.descriptionT3
displayType: upgrade
buildSpeed: 93.3s
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[animation_idle]
@copyFrom_skipThisSection:true
onActions : idle
body_0s: {frame:2}
body_0.3s: {frame:2}
body_0.5s: {frame:0}
body_0.6s: {frame:0}
body_1.0s: {frame:2}
[projectile_explode]
areaDamage: 450
[graphics]
image: fabricatorT2.png
[ai]
upgradedFrom: fabricatorT1

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[core]
name: fabricatorT3
copyFrom: fabricatorT1.ini
price: 14100
maxHp: 2200
displayLocaleKey: fabricator
overrideAndReplace: NONE
generation_resources: credits=14
techLevel: 2
buildSpeed: 0.0003
[action_upgradeT2]
@copyFrom_skipThisSection:true
[animation_idle]
@copyFrom_skipThisSection:true
onActions : idle
body_0s: {frame:2}
body_0.2s: {frame:2}
body_0.4s: {frame:0}
body_0.5s: {frame:0}
body_0.7s: {frame:2}
[projectile_explode]
areaDamage: 850
[graphics]
image: fabricatorT3.png
[ai]
upgradedFrom: fabricatorT1

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[core]
name: c_antiAirTurret
class: CustomUnitMetadata
price: 600
maxHp: 800
mass: 9000
displayLocaleKey: antiAirTurret
overrideAndReplace: antiAirTurret
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint:0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
techLevel: 1
buildSpeed: 0.0008
#availableInDemo: true
radius: 16
#displayRadius: 25
buildingSelectionOffset: -8
isBuilding: true
isBio: false
#builtFrom_1_name: landFactory
#builtFrom_1_pos: 5
[action_upgradeT2]
convertTo: c_antiAirTurretT2
price: 1200
text: i:gui.actions.upgradeToAAT2
description: i:gui.actions.upgradeToAAT2.description
displayType: Upgrade
buildSpeed: 0.001
pos: 0.2
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
[action_upgradeFlak]
convertTo: antiAirTurretFlak
price: 4000
text: i:gui.actions.upgradeToAAFlak
description: i:gui.actions.upgradeToAAFlak.description
displayType: Upgrade
buildSpeed: 0.0005
pos: 0.2
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
[graphics]
total_frames: 1
image: turret_base.png
image_wreak: turret_base_dead.png
image_turret: anti_air_top.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 12
turretTurnSpeed: 6
maxAttackRange: 250
shootDelay: 80
[turret_1]
x: 0
y: 6
shoot_sound:missile_fire
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
shouldResetTurret: false
idleSpin: 0.8
recoilOffset: -3
recoilOutTime: 6
recoilReturnTime: 12
[projectile_1]
directDamage: 60
life: 240
speed: 0.3
targetSpeed: 6
trailEffect: true
largeHitEffect: true
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 4
#areaDamage: 40
#areaRadius: 35
autoTargetingOnDeadTarget: true
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.22
noneInBaseExtraPriority: 0.17
maxEachBase: 3

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[core]
name: antiAirTurretFlak
class: CustomUnitMetadata
price: 4600
maxHp: 2200
mass: 9000
maxShield: 800
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint:0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
techLevel: 1
buildSpeed: 0.0008
#availableInDemo: true
radius: 16
#displayRadius: 25
buildingSelectionOffset: -8
isBuilding: true
isBio: false
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: anti_air_top_flakgun.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 27
turretTurnSpeed: 6
#non upgraded 250
maxAttackRange: 200
#non upgraded 80
shootDelay: 160
[turret_1]
#pivot point
x: 0
y: 6
canShoot: false
shouldResetTurret: false
idleSpin: 0.5
recoilOffset: -3
recoilOutTime: 6
recoilReturnTime: 12
[turret_2]
#left missile pod
x: 7
y: 14
size: 0
attachedTo: 1
slave: true
invisible: true
warmup: 0
shoot_sound:large_gun_fire2
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
#image: SHARED:debug_marker.png
[turret_3]
#right missile pod
x: -7
y: 14
copyFrom: 2
linkDelayWithTurret:2
warmup: 55
[projectile_1]
#directDamage: 60
life: 240
speed: 20
#targetSpeed: 6
trailEffect: true
largeHitEffect: true
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 0
areaDamage: 80
areaRadius: 70
autoTargetingOnDeadTarget: true
lightColor: #ffff00
lightSize: 0.4
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.2
noneInBaseExtraPriority: 0.15
maxEachBase: 5
upgradedFrom: c_antiAirTurret

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@ -0,0 +1,171 @@
[core]
name: c_antiAirTurretT2
class: CustomUnitMetadata
price: 1800
#800+600
maxHp: 1400
mass: 9000
displayLocaleKey: antiAirTurretT2
overrideAndReplace: antiAirTurretT2
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint:0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
action_1_convertTo: c_antiAirTurretT3
action_1_price: 11000
action_1_text: i:gui.actions.upgradeToAAT3
action_1_description: i:gui.actions.upgradeToAAT3.description
action_1_displayType: Upgrade
action_1_buildSpeed: 0.0005
action_1_pos: 0.2
action_1_iconExtraImage: SHARED:icon_upgrade_top.png
action_1_iconExtraColor: #AAFFFFFF
techLevel: 1
buildSpeed: 0.0008
#availableInDemo: true
radius: 16
#displayRadius: 25
buildingSelectionOffset: -8
isBuilding: true
isBio: false
[graphics]
total_frames: 1
image: turret_base.png
image_wreak: turret_base_dead.png
image_turret: anti_air_top_l2.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 6
turretTurnSpeed: 6
#non upgraded 250
maxAttackRange: 320
#non upgraded 80
shootDelay: 70
[turret_1]
#pivot point
x: 0
y: 6
canShoot: false
shouldResetTurret: false
idleSpin: 0.8
recoilOffset: -3
recoilOutTime: 6
recoilReturnTime: 12
[turret_2]
#left missile pod
x: 7
y: 6
attachedTo: 1
slave: true
invisible: true
warmup: 0
shoot_sound:missile_fire
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
#image: SHARED:debug_marker.png
[turret_3]
#right missile pod
x: -7
y: 6
copyFrom: 2
linkDelayWithTurret:2
warmup: 25
[projectile_1]
directDamage: 60
life: 240
speed: 0.3
targetSpeed: 6
trailEffect: true
largeHitEffect: true
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 4
#areaDamage: 40
#areaRadius: 35
autoTargetingOnDeadTarget: true
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.2
noneInBaseExtraPriority: 0.15
maxEachBase: 5
upgradedFrom: c_antiAirTurret

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[core]
name: c_antiAirTurretT3
class: CustomUnitMetadata
price: 12800
#800+600
maxHp: 3900
#maxShield: 1500
mass: 9000
displayLocaleKey: antiAirTurretT3
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint:0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
techLevel: 1
buildSpeed: 0.0008
#availableInDemo: true
radius: 16
#displayRadius: 25
buildingSelectionOffset: -8
isBuilding: true
isBio: false
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: anti_air_top_l3.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: true
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 6
turretTurnSpeed: 6
#non upgraded 250
maxAttackRange: 400
#non upgraded 80
shootDelay: 70
[turret_1]
#pivot point
x: 0
y: 6
canShoot: false
shouldResetTurret: false
idleSpin: 0.8
recoilOffset: -3
recoilOutTime: 6
recoilReturnTime: 12
[turret_2]
#left missile pod
x: 7
y: 6
attachedTo: 1
slave: true
invisible: true
warmup: 0
shoot_sound:missile_fire
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
#image: SHARED:debug_marker.png
[turret_3]
#right missile pod
x: -7
y: 6
copyFrom: 2
linkDelayWithTurret:2
warmup: 25
[projectile_1]
directDamage: 200
life: 240
speed: 0.6
targetSpeed: 8
trailEffect: true
largeHitEffect: true
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 10
#areaDamage: 40
#areaRadius: 35
autoTargetingOnDeadTarget: true
drawSize:1
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
buildPriority: 0.2
noneInBaseExtraPriority: 0.15
maxEachBase: 5
upgradedFrom: c_antiAirTurret

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[core]
dont_load:true
class: CustomUnitMetadata
mass: 9000
#footprint used for collisions with units (left, up, right, down)
footprint: 0,0,1,1
#used for placement, and placement of other buildings
constructionFootprint:0,0,1,1
buildingToFootprintOffsetX:20
buildingToFootprintOffsetY:20
techLevel: 1
radius: 16
buildingSelectionOffset: -8
isBuilding: true
isBio: false
[graphics]
total_frames: 1
image: turret_base.png
image_wreak: turret_base_dead.png
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretTurnSpeed: 6
[turret_1]
shouldResetTurret: false
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
upgradedFrom: c_turret_t1
buildPriority: 0.22
noneInBaseExtraPriority: 0.17
maxEachBase: 3

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@ -0,0 +1,138 @@
[core]
name: c_turret_t1
copyFrom: turret_common_land.ini
displayLocaleKey: turret
overrideAndReplace: turret
price: 500
maxHp: 700
techLevel: 1
buildSpeed: 0.0008
[action_upgrade_gun]
convertTo: c_turret_t2_gun
price: 1000
text: i:gui.actions.upgradeToGunT2
description: -Increases HP, attack damage, and range
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
displayType: Upgrade
buildSpeed: 0.001
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[action_upgrade_artillery]
convertTo: c_turret_t1_artillery
price: 1600
text: i:gui.actions.upgradeToArtillery
description: -Large increase in range
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
displayType: Upgrade
buildSpeed: 0.0004
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[action_upgrade_flame]
convertTo: c_turret_t2_flame
price: 700
text: i:gui.actions.upgradeToFlamethrower
description: -Short range area affect\n-Adds self-repair
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
displayType: Upgrade
buildSpeed: 8.3s
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[action_upgrade_lightning]
convertTo: c_turret_t1_lightning
price: 2200
text: i:gui.actions.upgradeToLightning
description: i:units.turret_lightning.description
descriptionAddUnitStats: ${section.convertTo}
isLocked:true
displayType: Upgrade
buildSpeed: 29.0s
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[graphics]
total_frames: 1
image: turret_base.png
image_wreak: turret_base_dead.png
image_turret: turret_top.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 22
turretTurnSpeed: 6
maxAttackRange: 165
shootDelay: 30
[turret_1]
x: 0
y: 6
shoot_sound:firing3
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
#idleSpin: 0.8
idleSweepAngle:20
idleSweepDelay:210
idleSweepSpeed:0.2
recoilOffset: -0.5
recoilOutTime: 6
recoilReturnTime: 12
[projectile_1]
directDamage: 41
life: 240
speed: 6
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 1
#areaDamage: 40
#areaRadius: 35

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@ -0,0 +1,114 @@
[core]
name: c_turret_t1_artillery
copyFrom: turret_common_land.ini
displayLocaleKey: turret_artillery
overrideAndReplace: turret_artillery
price: 2100
maxHp: 1000
techLevel: 2
buildSpeed: 0.0008
fogOfWarSightRange: 20
#15 = default
fogOfWarSightRangeWhileNotBuilt: 15
[action_upgrade_artilleryT2]
convertTo: c_turret_t2_artillery
price: 9000
text: i:gui.actions.upgradeToArtilleryT2
description: -Long range and extra attack speed
displayType: Upgrade
buildSpeed: 55.6s
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: turret_top_artillery.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 27
turretTurnSpeed: 3
maxAttackRange: 350
shootDelay: 3.67s
[turret_1]
x: 0
y: 6
turnSpeed: 1.7
turnSpeedAcceleration: 0.15
shoot_sound:cannon_firing
shoot_sound_vol:0.3
shoot_flame:medium
shoot_light:#FFEECCCC
shouldResetTurret: false
recoilOffset: -2
recoilOutTime: 13
recoilReturnTime: 18
[projectile_1]
targetGround: true
areaDamage: 80
areaRadius:55
life: 240
speed: 4
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
#frame: 2
drawType: 2
frame: 0
drawSize: 0.9
color: #bebe50
#areaDamage: 40
#areaRadius: 35
largeHitEffect:true
lightColor: #EEEEEE
targetGroundSpread: 10
initialUnguidedSpeedHeight: 1.2
gravity:0.18
lightCastOnGround: true

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@ -0,0 +1,188 @@
[core]
name: c_turret_t1_lightning
copyFrom: turret_common_land.ini
displayLocaleKey: turret_lightning
price: 2700
maxHp: 1500
techLevel: 2
buildSpeed: 0.0008
#availableInDemo: true
#energyMax: 3
#energyRegen: 0.003
[action_upgrade_lightningT2]
convertTo: c_turret_t2_lightning
price: 8000
text: i:gui.actions.upgradeToLightningT2
description: -Extra damage and attack speed
displayType: Upgrade
buildSpeed: 30.0s
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[comment_action_turnOn]
isVisible: if self.hasFlag(id=0)
text: i2:gui.actions.turnOn
#description:
displayType: action
buildSpeed: 0
addResources: unsetFlag=0
isGuiBlinking: true
[comment_action_turnOff]
isVisible: if not self.hasFlag(id=0)
text: i2:gui.actions.turnOff
#description:
displayType: action
buildSpeed: 0
addResources: setFlag=0
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: turret_top_lightning.png
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 20
turretTurnSpeed: 3
maxAttackRange: 210
shootDelay: 2.00s
[turret_1]
canAttackCondition: if not self.hasFlag(id=0)
x: 0
y: 6
image_drawOffsetY:9
idleSpin: 0.8
shoot_sound:lighting_burst
shoot_sound_vol:0.3
shoot_flame:CUSTOM:sparks2*3
shoot_light:#FFcceeee
canShoot: true
warmup:30
chargeEffectImage: SHARED:lighting_charge.png
recoilOffset: -1.5
recoilOutTime: 3
recoilReturnTime: 17
#energyUsage: 1
[projectile_1]
#directDamage: 310
directDamage: 150
life: 25
instant: true
lightingEffect: true
largeHitEffect: true
shieldDamageMultiplier: 1
shieldDefectionMultiplier: 0.1
buildingDamageMultiplier: 0.5
explodeEffect:CUSTOM:lightningShock, CUSTOM:sparks*8
explodeEffectOnShield:CUSTOM:lightningShock*1, CUSTOM:hitLightFlash
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 17
fadeOut: true
attachedToUnit: false
color: #63e6e8
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false
[effect_lightningShock]
life: 60
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false
attachedToUnit: true
image: SHARED:lightning_shock.png
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 13
animateFramePingPong: false
animateFrameSpeed: 0.5
[effect_sparks]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 1.6
ySpeedRelativeRandom: 1.6
hSpeed: 2
image: SHARED:spark.png
priority: verylow
[effect_sparks2]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
image: SHARED:spark.png
priority: verylow

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@ -0,0 +1,115 @@
[core]
name: c_turret_t2_artillery
copyFrom: turret_common_land.ini
displayLocaleKey: turret_artilleryT2
price: 11100
maxHp: 1800
techLevel: 2
buildSpeed: 0.0008
fogOfWarSightRange: 26
#15 = default
fogOfWarSightRangeWhileNotBuilt: 15
[graphics]
total_frames: 1
image: turret_base2B.png
image_wreak: turret_base_dead.png
image_turret: turret_top_artillery_l2.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 30
turretTurnSpeed: 3
maxAttackRange: 460
shootDelay: 1.83s
#shootDelay: 1.63s
[turret_1]
x: 0
y: 6
turnSpeed: 1.7
turnSpeedAcceleration: 0.15
barrelX: -3
barrelOffsetX_onOddShots: 6
image_drawOffsetY:12
shoot_sound:cannon_firing
shoot_sound_vol:0.3
shoot_flame:medium
shoot_light:#FFEECCCC
shouldResetTurret: false
recoilOffset: -2
recoilOutTime: 13
recoilReturnTime: 18
[projectile_1]
targetGround: true
areaDamage: 140
areaRadius:55
life: 240
speed: 4
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
#frame: 2
drawType: 2
frame: 0
drawSize: 0.9
color: #e0ac63
#areaDamage: 40
#areaRadius: 35
largeHitEffect:true
lightColor: #e0ac63
targetGroundSpread: 10
initialUnguidedSpeedHeight: 1.2
gravity:0.18
lightCastOnGround: true

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@ -0,0 +1,159 @@
[core]
name: c_turret_t2_flame
copyFrom: turret_common_land.ini
displayLocaleKey: turret_flamethrower
overrideAndReplace: turret_flamethrower
price: 1200
maxHp: 1600
selfRegenRate:0.16
techLevel: 2
buildSpeed: 0.0008
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: turret_top_flame.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 20
turretTurnSpeed: 6
maxAttackRange: 155
shootDelay: 5
aimOffsetSpread: 0
#[turret_fake]
#x:0
#y:6
#canShoot:false
#invisible:true
[turret_1]
x: 0
y: 6
shoot_sound:NONE
shouldResetTurret: false
warmup:10
warmupNoReset: true
warmupCallDownRate:0.05
chargeEffectImage: SHARED:light_25.png
[projectile_1]
life: 70
speed: 7
targetSpeed: 2.5
targetSpeedAcceleration: 0.3
speedSpread: 1
frame: 3
drawSize: 1
flameWeapon: true
hitSound: false
targetGround:true
targetGroundSpread: 25
deflectionPower: -1
areaDamage: 4
areaRadius: 65
#explodeEffect: CUSTOM:hitFlame
#effectOnCreate: CUSTOM:attachedFlame, CUSTOM:attachedLight
[effect_attachedFlame]
priority:high
frameIndex: 3
stripIndex: projectiles
life: 120
fadeOut: true
attachedToUnit: true
#color: #fdc14d
color: #FFFFFF
fadeInTime:9
scaleFrom: 0.9
scaleTo: 1.3
alpha: 1.5
drawUnderUnits:false
liveAfterAttachedDies: false
[effect_attachedLight]
priority:high
image: SHARED:light_50.png
life: 80
fadeOut: true
attachedToUnit: true
color: #fdc14d
fadeInTime:4
scaleFrom: 0.4
scaleTo: 0.4
alpha: 0.5
drawUnderUnits:false
liveAfterAttachedDies: false
[effect_hitFlame]
frameIndex: 3
stripIndex: projectiles
life: 40
fadeOut: true
attachedToUnit: false
#color: #fdc14d
color: #FFFFFF
scaleFrom: 1.0
scaleTo: 1.2
alpha: 0.5
drawUnderUnits:false
liveAfterAttachedDies: false
physics: true
ySpeedRelative:0.4
hSpeed: 0.3

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[core]
name: c_turret_t2_gun
copyFrom: turret_common_land.ini
displayLocaleKey: turretT2
overrideAndReplace: turretT2
price: 1500
maxHp: 1100
techLevel: 2
buildSpeed: 0.0008
[action_upgrade_gunT3]
convertTo: c_turret_t3_gun
price: 11000
text: i:gui.actions.upgradeToGunT3
description: -Extra attack damage, and range.\n-Large amount of HP\n-Self repair
displayType: Upgrade
buildSpeed: 0.0003
iconExtraImage: SHARED:icon_upgrade_top.png
iconExtraColor: #AAFFFFFF
[graphics]
total_frames: 1
image: turret_base2.png
image_wreak: turret_base_dead.png
image_turret: turret_top_l2.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 22
turretTurnSpeed: 6
maxAttackRange: 185
shootDelay: 20
[turret_1]
x: 0
y: 6
barrelX: -3
barrelOffsetX_onOddShots: 6
shoot_sound:firing3
shoot_sound_vol:0.3
shoot_flame:small
shoot_light:#FFEECCCC
#idleSpin: 0.8
recoilOffset: -0.5
recoilOutTime: 6
recoilReturnTime: 12
idleSweepAngle:20
idleSweepDelay:120
idleSweepSpeed:0.2
[projectile_1]
directDamage: 44
life: 60
speed: 6
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 5
#areaDamage: 40
#areaRadius: 35

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@ -0,0 +1,168 @@
[core]
name: c_turret_t2_lightning
copyFrom: turret_common_land.ini
displayLocaleKey: turret_lightningT2
price: 10700
maxHp: 2700
techLevel: 2
buildSpeed: 0.0008
#energyMax: 5
#energyRegen: 0.005
[comment_action_turnOn]
isVisible: if self.hasFlag(id=0)
text: i2:gui.actions.turnOn
#description:
displayType: action
buildSpeed: 0
addResources: unsetFlag=0
isGuiBlinking: true
[comment_action_turnOff]
isVisible: if not self.hasFlag(id=0)
text: i2:gui.actions.turnOff
#description:
displayType: action
buildSpeed: 0
addResources: setFlag=0
[graphics]
image: turret_base2B.png
image_wreak: turret_base_dead.png
image_turret: turret_top_lightning_l2.png
[attack]
turretSize: 20
turretTurnSpeed: 3
maxAttackRange: 250
shootDelay: 1.40s
[turret_1]
image_drawOffsetY:5
canAttackCondition: if not self.hasFlag(id=0)
x: 0
y: 6
idleSpin: 0.8
barrelX: -4
barrelOffsetX_onOddShots: 8
shoot_sound:lighting_burst
shoot_sound_vol:0.3
shoot_flame:CUSTOM:sparks2*3
shoot_light:#FFcceeee
canShoot: true
warmup:30
chargeEffectImage: SHARED:lighting_charge.png
recoilOffset: -1.5
recoilOutTime: 3
recoilReturnTime: 17
#energyUsage: 1
[projectile_1]
#directDamage: 310
directDamage: 310
life: 25
instant: true
lightingEffect: true
largeHitEffect: true
shieldDamageMultiplier: 1
shieldDefectionMultiplier: 0.1
buildingDamageMultiplier: 0.5
explodeEffect:CUSTOM:lightningShock, CUSTOM:sparks*8
explodeEffectOnShield:CUSTOM:lightningShock*1, CUSTOM:hitLightFlash
[effect_hitLightFlash]
priority:high
image: SHARED:light_50.png
life: 17
fadeOut: true
attachedToUnit: false
color: #63e6e8
scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false
[effect_lightningShock]
life: 60
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false
attachedToUnit: true
image: SHARED:lightning_shock.png
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 13
animateFramePingPong: false
animateFrameSpeed: 0.5
[effect_sparks]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 1.6
ySpeedRelativeRandom: 1.6
hSpeed: 2
image: SHARED:spark.png
priority: verylow
[effect_sparks2]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
image: SHARED:spark.png
priority: verylow

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@ -0,0 +1,102 @@
[core]
name: c_turret_t3_gun
copyFrom: turret_common_land.ini
displayLocaleKey: turretT3
overrideAndReplace: turretT3
price: 12500
maxHp: 3900
techLevel: 2
buildSpeed: 0.0008
selfRegenRate: 0.10
[graphics]
total_frames: 1
image: turret_base2B.png
image_wreak: turret_base_dead.png
image_turret: turret_top_l3.png
#scaleImagesTo: 20
#scaleTurretImagesTo: 9
#AUTO
image_shadow: NONE
shadowOffsetX:1
shadowOffsetY:1
[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false
turretSize: 23
turretTurnSpeed: 6
maxAttackRange: 320
shootDelay: 13
[turret_1]
x: 0
y: 6
barrelX: -4
barrelOffsetX_onOddShots: 8
shoot_sound:firing3
shoot_sound_vol:0.15
shoot_flame:small
shoot_light:#FFEECCCC
#idleSpin: 0.8
recoilOffset: -0.5
recoilOutTime: 6
recoilReturnTime: 12
idleSweepAngle:30
idleSweepDelay:60
idleSweepSpeed:0.5
[projectile_1]
directDamage: 40
life: 60
speed: 9
#ballistic: true
#ballistic_delaymove_height:0
#ballistic_height: 4
frame: 5
#areaDamage: 40
#areaRadius: 35
#T3: b41e1e
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0.01
moveDecelerationSpeed: 0.01
maxTurnSpeed: 0
turnAcceleration: 0.1
[ai]
upgradedFrom: c_turret_t1
buildPriority: 0.22
noneInBaseExtraPriority: 0.17
maxEachBase: 3

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