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add infantry upgrades part 1
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SoScared committed Nov 25, 2018
1 parent d43dd54 commit a7100af
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Showing 16 changed files with 242 additions and 16 deletions.
2 changes: 2 additions & 0 deletions changelog.txt
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Expand Up @@ -17,6 +17,8 @@ https://github.com/OpenRA/OpenRA/commit/91097078da479c83a004e9604cdf4b5b3f71c1ba
4* Add FlyCircleOnIdle trait:
https://github.com/OpenRA/OpenRA/commit/ca5c83a4f73cafb6f760da5c4eddf9c0f3093c83
https://github.com/RAunplugged/OpenRA/commit/bb25ddbae1669152a8651888d3a08c4216a89585
* Add map selector refresh button:
https://github.com/OpenRA/OpenRA/pull/13009/commits/b91b023291ebff8af2b64cfbc60e3b8d22e0c52c
5* Alter lobby dropdown heights:
https://github.com/RAunplugged/OpenRA/commit/7a58ed9a610a495055ecf77fcf057e3721f918c4
https://github.com/RAunplugged/OpenRA/commit/9e8da77364956f6da3914aadf568017633010a4a
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1 change: 1 addition & 0 deletions mods/ura/mod.yaml
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Expand Up @@ -76,6 +76,7 @@ Sequences:
ura|sequences/aircraft.yaml
ura|sequences/misc.yaml
ura|sequences/decorations.yaml
ura|sequences/upgrades.yaml

TileSets:
ura|tilesets/snow.yaml
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3 changes: 2 additions & 1 deletion mods/ura/rules/structures.yaml
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Expand Up @@ -27,7 +27,7 @@ FACT:
Range: 16c0
PauseOnCondition: being-captured
Production:
Produces: Building, Defense
Produces: Building, Defense, Upgrade
ProductionBar@Building:
ProductionType: Building
ProductionBar@Defense:
Expand All @@ -44,6 +44,7 @@ FACT:
Facing: 96
RequiresCondition: factundeploy && !build-incomplete
PauseOnCondition: being-captured || being-demolished
Exit:
RevealsShroud:
Range: 6c256
RevealGeneratedShroud: False
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26 changes: 12 additions & 14 deletions mods/ura/rules/units/infantry.yaml
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Expand Up @@ -66,7 +66,7 @@ E1:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 10
Prerequisites: ~barracks, ~techlevel.infonly
Prerequisites: ~barracks, ~techlevel.infonly, ~!barracks.upgraded2
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
Armament@PRIMARY:
Weapon: M1Carbine
Expand Down Expand Up @@ -162,7 +162,7 @@ E3:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 30
Prerequisites: ~barracks, ~techlevel.infonly
Prerequisites: ~barracks, ~techlevel.infonly, ~!barracks.upgraded2
Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
Armament@PRIMARY:
Weapon: RedEye
Expand Down Expand Up @@ -244,7 +244,7 @@ E4:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: barracks.upgraded, radardome.upgraded
Prerequisites: barracks.upgraded

E6:
Inherits: ^Soldier
Expand Down Expand Up @@ -351,7 +351,7 @@ SPY:
ZOffset: 256
RequiresCondition: disguise
ProducibleWithLevel:
Prerequisites: barracks.upgraded, radardome.upgraded
Prerequisites: radardome.upgraded

SPY.England:
Inherits: SPY
Expand All @@ -360,7 +360,7 @@ SPY.England:
Health:
HP: 50
Buildable:
Prerequisites: ~infantry.england, dome, ~tent, ~!mediumdome.upgraded
Prerequisites: ~infantry.england, dome, ~tent, ~!radardome.upgraded
RevealsShroud:
Range: 8c0
RevealGeneratedShroud: False
Expand Down Expand Up @@ -414,8 +414,6 @@ MEDI:
DefaultAttackSequence: heal
Voiced:
VoiceSet: MedicVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded

MECH:
Inherits: ^Soldier
Expand Down Expand Up @@ -459,8 +457,6 @@ MECH:
StandSequences: stand
Voiced:
VoiceSet: MechanicVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded

HIJACKER:
Inherits: ^Soldier
Expand Down Expand Up @@ -568,7 +564,7 @@ SHOK:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: barracks.upgraded, radardome.upgraded
Prerequisites: barracks.upgraded

#Tanya Swim properties and sequences by SirCake
E7:
Expand Down Expand Up @@ -641,7 +637,7 @@ E7:
Voice: Build
AnnounceOnKill:
ProducibleWithLevel:
Prerequisites: barracks.upgraded, radardome.upgraded
Prerequisites: techcenter.upgraded

# Modified version of the Grenade Launcher by Kiraye
E9:
Expand Down Expand Up @@ -687,7 +683,7 @@ E9:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: techlevel.infonly, ~radardome.upgraded
Prerequisites: techlevel.infonly

# Modified version of the Machine Gunner by Kiraye
E10:
Expand Down Expand Up @@ -726,7 +722,7 @@ E10:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: techlevel.infonly, ~radardome.upgraded
Prerequisites: techlevel.infonly

SNIPER:
Inherits: ^Soldier
Expand Down Expand Up @@ -787,7 +783,7 @@ SNIPER:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: techlevel.infonly, ~radardome.upgraded
Prerequisites: techlevel.infonly

EINSTEIN:
Inherits: ^CivInfantry
Expand Down Expand Up @@ -894,6 +890,7 @@ Zombie:
VoiceSet: AntVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded, biolab.upgraded
InitialLevels: 4

Ant:
Inherits: ^Infantry
Expand Down Expand Up @@ -938,3 +935,4 @@ Ant:
VoiceSet: AntVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded, biolab.upgraded
InitialLevels: 4
22 changes: 21 additions & 1 deletion mods/ura/rules/units/veterancy.yaml
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Expand Up @@ -8,6 +8,16 @@ E1.Rank1:
RenderSprites:
Image: E1

E1.Rank2:
Inherits: E1
Buildable:
Prerequisites: ~barracks, ~techlevel.infonly, ~barracks.upgraded2
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 2
RenderSprites:
Image: E1.Rank2

E3.Rank1:
Inherits: E3
-Buildable:
Expand All @@ -16,10 +26,20 @@ E3.Rank1:
RenderSprites:
Image: E3

E3.Rank2:
Inherits: E3
Buildable:
Prerequisites: ~barracks, ~techlevel.infonly, ~barracks.upgraded2
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 2
RenderSprites:
Image: E3.Rank2

SPY.England.rank2:
Inherits: SPY.England
Buildable:
Prerequisites: ~infantry.england, dome, ~tent, ~mediumdome.upgraded
Prerequisites: ~infantry.england, dome, ~tent, ~radardome.upgraded
RenderSprites:
Image: spy.england.rank2
ProducibleWithLevel:
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43 changes: 43 additions & 0 deletions mods/ura/rules/upgrades.yaml
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@@ -1,8 +1,51 @@
^UpgradeActor:
AlwaysVisible:
Interactable:
ScriptTriggers:
ProvidesPrerequisite@upgradename:

# Upgrades

upgrade.infrank1:
Inherits: ^UpgradeActor
Tooltip:
Name: Infantry Veterancy I
Buildable:
BuildPaletteOrder: 10
Prerequisites: ~barracks, ~techlevel.infonly, ~!upgrade.infrank1, ~!barracks.upgraded
Queue: Upgrade
Description: Enables Veterancy I\ninfantry production.
Valued:
Cost: 1000
RenderSprites:
Image: infspeed1
ProvidesPrerequisite@default:
Prerequisite: barracks.upgraded

upgrade.infrank2:
Inherits: ^UpgradeActor
Tooltip:
Name: Infantry Veterancy II
Buildable:
BuildPaletteOrder: 20
Prerequisites: ~barracks, dome, ~techlevel.medium, upgrade.infrank1, ~!upgrade.infrank2, ~!barracks.upgraded2
Queue: Upgrade
Description: Enables Veterancy II\ninfantry production.
Valued:
Cost: 1500
RenderSprites:
Image: infspeed2
ProvidesPrerequisite@default:
Prerequisite: barracks.upgraded2

# Infiltration Tech Tree

barracks.upgraded:
AlwaysVisible:
ProvidesPrerequisite:
ProvidesPrerequisite@secondupgrade:
RequiresPrerequisites: barracks.upgraded, techcenter.upgraded
Prerequisite: barracks.upgraded2
ProvidesPrerequisite@MEDIUMDOME:
RequiresPrerequisites: radardome.upgraded
Prerequisite: mediumdome.upgraded
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