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scrin.yaml
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6371 lines (6233 loc) · 155 KB
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^ScrinBuilding:
Inherits@1: ^Building
RenderSprites:
PlayerPalette: playerscrin
SpawnActorOnDeath:
Actor: s1
SpawnActorsOnSellCA:
ActorTypes: s1
GuaranteedActorTypes: s1, s1
-SpawnRandomActorOnDeath:
Building:
BuildSounds: scrinbuild.aud
INFANTRY.SCRIN:
AlwaysVisible:
Interactable:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
VEHICLES.SCRIN:
AlwaysVisible:
Interactable:
Tooltip:
Name: Vehicle Production
Buildable:
Description: Vehicle Production
^OnResourceConditions:
ExternalCondition@RESCONVTIB:
Condition: on-tib
ExternalCondition@RESCONVORE:
Condition: on-ore
ExternalCondition@RESCONVBLUETIB:
Condition: on-bluetib
ExternalCondition@RESCONVGEMS:
Condition: on-gems
GrantCondition@RESCONV:
Condition: on-resource
RequiresCondition: on-tib || on-ore || on-bluetib || on-gems
GrantConditionOnTerrain@RESCONVTIB:
Condition: on-tib
TerrainTypes: Tiberium
GrantConditionOnTerrain@RESCONVORE:
Condition: on-ore
TerrainTypes: Ore
GrantConditionOnTerrain@RESCONVBLUETIB:
Condition: on-bluetib
TerrainTypes: BlueTiberium
GrantConditionOnTerrain@RESCONVGEMS:
Condition: on-gems
TerrainTypes: Gems
^ResourceConversion:
Inherits: ^OnResourceConditions
AmmoPool@RESCONV:
Ammo: 5
InitialAmmo: 0
AmmoCondition: ammo
Armaments: primary-charged
ReloadAmmoPool@RESCONV:
Count: 1
Delay: 25
RequiresCondition: charging-on-resource
WithAmmoPipsDecoration@RESCONV:
PipCount: 5
RequiresCondition: ammo
RequiresSelection: true
Position: BottomLeft
Margin: 4, 3
GrantCondition@RESCONVCHARGE:
Condition: charging-on-resource
RequiresCondition: resconv-upgrade && on-resource && (ammo < 5 || charged-fire)
GrantConditionOnAttack@PRIMARY:
ArmamentNames: primary
Condition: uncharged-fire
RevokeDelay: 85
GrantConditionOnAttack@PRIMARYCHARGED:
ArmamentNames: primary-charged
Condition: charged-fire
RevokeDelay: 85
GrantConditionOnPrerequisite@RESCONV:
Condition: resconv-upgrade
Prerequisites: resconv.upgrade
WithIdleOverlay@RESCONVTIB:
Image: resconv
Sequence: green
Palette: scrin
RequiresCondition: on-tib && charging-on-resource
Offset: 0,0,300
WithIdleOverlay@RESCONVORE:
Image: resconv
Sequence: yellow
Palette: scrin
RequiresCondition: on-ore && charging-on-resource
Offset: 0,0,300
WithIdleOverlay@RESCONVBLUETIB:
Image: resconv
Sequence: blue
Palette: scrin
RequiresCondition: on-bluetib && charging-on-resource
Offset: 0,0,300
WithIdleOverlay@RESCONVGEMS:
Image: resconv
Sequence: red
Palette: scrin
RequiresCondition: on-gems && charging-on-resource
Offset: 0,0,300
^HullRegen:
GrantConditionOnPrerequisite@REGEN:
Condition: regen-upgrade
Prerequisites: regen.upgrade
ChangesHealth@REGEN1:
Step: 400
Delay: 25
StartIfBelow: 66
DamageCooldown: 250
RequiresCondition: regen-upgrade
ChangesHealth@REGEN2:
Step: 200
Delay: 25
StartIfBelow: 100
DamageCooldown: 250
RequiresCondition: regen-upgrade
^ScrinShields:
Shielded:
MaxStrength: 8000
RegenDelay: 350
RegenAmount: 250
RegenInterval: 5
ShieldsUpCondition: shields-up
RequiresCondition: shields-upgrade && !empdisable
SelectionBarColor: ead6ff
Targetable@SHIELDS:
TargetTypes: Shielded
RequiresCondition: shields-up
GrantConditionOnPrerequisite@SHIELDS:
Condition: shields-upgrade
Prerequisites: shields.upgrade
WithFacingSpriteBody@SHIELDS:
Name: shield
Sequence: shield
Palette: scrinshield-ignore-lighting-alpha50
RequiresCondition: shields-upgrade && shields-up
SpeedMultiplier@SHIELDWARP:
Modifier: 25
RequiresCondition: shield-warped
ExternalCondition@SHIELDWARP:
Condition: shield-warped
WithColoredOverlay@SHIELDWARP:
RequiresCondition: shield-warped
Color: 51aeda38
WithIdleOverlay@TEMPORAL:
RequiresCondition: being-warped || shield-warped
^MothershipRearmable:
Targetable@MothershipRearmable:
TargetTypes: MothershipRearmable
RequiresCondition: ammo < 15
ReloadAmmoPool@MothershipRearmable:
Count: 3
Delay: 75
RequiresCondition: mshp-rearm
ExternalCondition@MothershipRearmable:
Condition: mshp-rearm
^FleetRecallable:
Targetable@FleetRecallable:
TargetTypes: FleetRecallable
^SignalTransmitterSpeedBoost:
GrantConditionOnPrerequisite@SignalTransmitterSpeedBoost:
Condition: sign-speed
Prerequisites: sign
SpeedMultiplier@SignalTransmitterSpeedBoost:
Modifier: 110
RequiresCondition: sign-speed
^IonConduits:
GrantConditionOnPrerequisite@IONCON:
Condition: ioncon-upgrade
Prerequisites: ioncon.upgrade
Targetable@StormBoost:
TargetTypes: StormBoost
AmbientSoundCA@IONSTORM:
SoundFiles: ionstorm.aud
Delay: 0
Interval: 850
VolumeMultiplier: 0.4
RequiresCondition: storm-level
AmbientSoundCA@AMBIENCE:
SoundFiles: thunder1.aud, thunder2.aud, thunder3.aud, thunder4.aud, thunder5.aud, thunder.ambient.aud
Delay: 20, 200
Interval: 250, 1250
VolumeMultiplier: 0.3
RequiresCondition: storm-level
LaysMinefield@IONSTORM:
Mines: strm, strm, strm.live
MineSelectionMode: Shuffled
Locations: 0,1, 1,0, -1,0
RecreationInterval: 150
RequiresCondition: storm-level
GrantConditionOnAttackCA@IONSTORM:
Condition: storm-active
RevokeDelay: 75
RequiresCondition: ioncon-upgrade
GrantConditionOnDamage@IONSTORM:
Condition: storm-active
Duration: 75
RequiresCondition: ioncon-upgrade && !empdisable
ValidRelationships: Ally, Enemy, Neutral
GrantStackingCondition@IONSTORM:
Condition: storm-level
DelayPerInstance: 120
MaximumInstances: 3
RevokeDelay: 200
RequiresCondition: storm-active
RangeMultiplier@IONSTORM1:
Modifier: 105
RequiresCondition: storm-level == 1
FirepowerMultiplier@IONSTORM1:
Modifier: 110
RequiresCondition: storm-level == 1
DamageMultiplier@IONSTORM1:
Modifier: 95
RequiresCondition: storm-level == 1
RangeMultiplier@IONSTORM2:
Modifier: 110
RequiresCondition: storm-level == 2
FirepowerMultiplier@IONSTORM2:
Modifier: 115
RequiresCondition: storm-level == 2
DamageMultiplier@IONSTORM2:
Modifier: 90
RequiresCondition: storm-level == 2
RangeMultiplier@IONSTORM3:
Modifier: 115
RequiresCondition: storm-level == 3
FirepowerMultiplier@IONSTORM3:
Modifier: 120
RequiresCondition: storm-level == 3
DamageMultiplier@IONSTORM3:
Modifier: 85
RequiresCondition: storm-level == 3
WithDecoration@IONSTORM1:
Image: pips
Sequence: pip-ion1
Palette: scrin
Position: BottomLeft
Margin: -6, 3
RequiresCondition: storm-level == 1
WithDecoration@IONSTORM2:
Image: pips
Sequence: pip-ion2
Palette: scrin
Position: BottomLeft
Margin: -6, 3
RequiresCondition: storm-level == 2
WithDecoration@IONSTORM3:
Image: pips
Sequence: pip-ion3
Palette: scrin
Position: BottomLeft
Margin: -6, 3
RequiresCondition: storm-level == 3
^Hypercharge:
GrantConditionOnPrerequisite@HYPERCHARGE:
Condition: hyper-upgrade
Prerequisites: hyper.upgrade
GrantTimedConditionOnDeploy@HYPERCHARGE:
DeployedTicks: 100
CooldownTicks: 500
DeployedCondition: hypercharged
ChargingCondition: hyperchargedebuff
ShowSelectionBar: true
ShowSelectionBarWhenFull: false
StartsFullyCharged: true
PauseOnCondition: being-warped || empdisable
DischargingColor: b396f3
ChargingColor: 8450f8
DeploySound: hypercharge.aud
RequiresCondition: hyper-upgrade
DischargeOnAttack: true
MaxTicksBeforeDischarge: 375
Instant: true
WithPalettedOverlay@HYPERCHARGE:
RequiresCondition: hypercharged && !(empdisable || invulnerability || invisibility)
Palette: hypercharge
WithIdleOverlay@HYPERCHARGE:
Sequence: emp-overlay
Palette: ionsurgeoverlay
RequiresCondition: hypercharged
IsDecoration: True
WithPalettedOverlay@HYPERCHARGEDEBUFF:
Palette: darkened
RequiresCondition: hyperchargedebuff
SpeedMultiplier@HYPERCHARGEDEBUFF:
Modifier: 75
RequiresCondition: hyperchargedebuff
FirepowerMultiplier@HYPERCHARGEDEBUFF:
Modifier: 80
RequiresCondition: hyperchargedebuff
ReloadDelayMultiplier@HYPERCHARGEDEBUFF:
Modifier: 150
RequiresCondition: hyperchargedebuff
FirepowerMultiplier@HyperAnathema:
Modifier: 35
RequiresCondition: hypercharged && anathema > 1
^Anathema:
GrantStackingCondition@Anathema:
Condition: anathema
DelayPerInstance: 75
MaximumInstances: 4
RevokeDelay: -1
RequiresCondition: anathema
ExternalCondition@Anathema:
Condition: anathema
WithIdleOverlay@Anathema:
Sequence: idle
Image: anathema
Palette: caneon
RequiresCondition: anathema
IsDecoration: True
ReloadDelayMultiplier@Anathema1:
Modifier: 80
RequiresCondition: anathema == 1
FirepowerMultiplier@Anathema1:
Modifier: 130
RequiresCondition: anathema == 1
ReloadDelayMultiplier@Anathema2:
Modifier: 65
RequiresCondition: anathema == 2
FirepowerMultiplier@Anathema2:
Modifier: 160
RequiresCondition: anathema == 2
ReloadDelayMultiplier@Anathema3:
Modifier: 50
RequiresCondition: anathema == 3
FirepowerMultiplier@Anathema3:
Modifier: 190
RequiresCondition: anathema == 3
ReloadDelayMultiplier@Anathema4:
Modifier: 35
RequiresCondition: anathema >= 4
FirepowerMultiplier@Anathema4:
Modifier: 220
RequiresCondition: anathema >= 4
DamageMultiplier@Anathema1:
Modifier: 75
RequiresCondition: anathema && anathema < 4
DamageMultiplier@Anathema2:
Modifier: 50
RequiresCondition: anathema >= 4
GrantTimedCondition@Anathema:
Condition: anathema-alive
Duration: 750
RequiresCondition: anathema
TimedConditionBar@Anathema:
Color: 9133ff
Condition: anathema-alive
Targetable@Anathema:
TargetTypes: AnathemaTargetable
KillsSelf@Anathema:
RequiresCondition: anathema && !anathema-alive
Explodes@Anathema:
Weapon: KirovExplode
EmptyWeapon: KirovExplode
RequiresCondition: anathema && !anathema-alive
WithPalettedOverlay@Anathema:
RequiresCondition: anathema
Palette: anathema
^ScrinVehicleVoice:
Voiced:
VoiceSet: ScrinVehicleVoice
^ScrinUnitPalette:
RenderSprites:
PlayerPalette: playerscrin
#
# ---- Infantry
#
^ScrinInfantry:
Inherits: ^Soldier
Inherits@ScrinUnitPalette: ^ScrinUnitPalette
Voiced:
VoiceSet: ScrinInfantryVoice
WithInfantryBody:
IdleSequences: idle1, idle2, idle3, idle4
WithDeathAnimation:
DeathSequencePalette: playerscrin
CrushedSequencePalette: playerscrin
-GrantConditionOnTerrain@ONTIB:
-GrantStackingCondition@TIBEXPOSED:
-DamagedByTerrain@TIBDAMAGE:
-GrantConditionOnPrerequisite@BIO:
-GrantConditionOnPrerequisite@HAZMAT:
-GrantConditionOnPrerequisite@HAZMATSOVIET:
-GrantConditionOnPrerequisite@HAZMATZOCOM:
-GrantCondition@HAZMAT:
-GrantCondition@HAZMATSOVIET:
-WithDecoration@HAZMAT:
-WithDecoration@HAZMATSOVIET:
-GrantConditionOnTerrain@HAZMATSOVIET:
-SpeedMultiplier@HAZMATSOVIET:
Targetable@HAZMAT:
-RequiresCondition:
WithDecoration@BINO:
-BlinkPatterns:
TakeCover:
ProneSequencePrefix:
ProneOffset: 0,0,0
GrantConditionOnPrerequisite@ADVART:
Condition: advart-upgrade
Prerequisites: advart.upgrade
SpeedMultiplier@ADVART:
RequiresCondition: advart-upgrade
Modifier: 115
-DamagedByTintedCells@RADSTRONGHAZMAT:
-DamagedByTintedCells@RADSTRONGHAZMATSOVIET:
-DamagedByTintedCells@RADMEDHAZMAT:
-DamagedByTintedCells@RADWEAKHAZMAT:
DamagedByTintedCells@RADSTRONG:
Damage: 375
RequiresCondition: !being-warped
DamagedByTintedCells@RADMED:
Damage: 150
RequiresCondition: !being-warped
DamagedByTintedCells@RADWEAK:
Damage: 50
RequiresCondition: !being-warped
DamageTypeDamageMultiplier@FLAKARMOR:
RequiresCondition: carapace-upgrade
DamageTypeDamageMultiplier@FLAKARMORMINOR:
RequiresCondition: carapace-upgrade
-GrantConditionOnPrerequisite@FLAKARMOR:
GrantConditionOnPrerequisite@CARAPACE:
Condition: carapace-upgrade
Prerequisites: carapace.upgrade
S1:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Inherits@BOTHELPER: ^BotCaptureHelper
Inherits@HeroOfTheUnionTargetable: ^HeroOfTheUnionTargetable
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 12
Prerequisites: ~infantry.scrin
Description: General-purpose infantry.
IconPalette: chrome
TooltipExtras:
Strengths: • Strong vs Infantry
Weaknesses: • Weak vs Heavy Armor, Buildings, Defenses\n• Cannot attack Aircraft
Valued:
Cost: 100
Tooltip:
Name: Warrior
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 5000
Armament@PRIMARY:
Weapon: WarriorGun
MuzzleSequence: muzzle
MuzzlePalette: scrin
LocalOffset: 150,0,400
Armament@BATF:
Name: batf
Weapon: WarriorGunBATF
MuzzleSequence: garrison-muzzle
MuzzlePalette: scrin
WithMuzzleOverlay:
AttackFrontal:
PauseOnCondition: being-warped || blinded || reapersnare
FacingTolerance: 0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
S2:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 120
Prerequisites: anyradar, ~infantry.scrin, ~!evis.upgrade, ~!impl.upgrade, ~!stlk.upgrade, ~techlevel.medium
IconPalette: chromes
Description: Fast moving anti-personnel infantry.
TooltipExtras:
Strengths: • Strong vs Infantry, Light Armor
Weaknesses: • Weak vs Heavy Armor, Buildings, Defenses\n• Cannot attack Aircraft
Valued:
Cost: 275
Tooltip:
Name: Ravager
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 6000
Mobile:
Speed: 92
Armament@PRIMARY:
Weapon: RavagerShards
LocalOffset: 0,-100,250, 0,100,250
Armament@BATF:
Name: batf
Weapon: RavagerShards
AttackFrontal:
PauseOnCondition: being-warped || blinded || reapersnare
FacingTolerance: 0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
WithInfantryBody:
DefaultAttackSequence: shoot
ReplacedInQueue:
Actors: evis, impl, stlk
S3:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMovePrioritizeAir
Inherits@BERSERK: ^Berserk
Inherits@HeroOfTheUnionTargetable: ^HeroOfTheUnionTargetable
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 22
Prerequisites: ~infantry.scrin
Description: Anti-tank/anti-aircraft infantry.
IconPalette: chrome
TooltipExtras:
Strengths: • Strong vs Heavy Armor, Aircraft, Buildings, Defenses
Weaknesses: • Weak vs Infantry, Light Armor
Valued:
Cost: 300
Tooltip:
Name: Disintegrator
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 3500
Mobile:
Speed: 41
Armament@PRIMARY:
Weapon: DisintegratorBeamAA
LocalOffset: 150,0,400
PauseOnCondition: !ammo
Armament@SECONDARY:
Name: secondary
Weapon: DisintegratorBeam
LocalOffset: 150,0,400
PauseOnCondition: !ammo
Armament@BATF:
Name: batf
Weapon: DisintegratorBeamBATF
AttackFrontal:
PauseOnCondition: being-warped || blinded || reapersnare
FacingTolerance: 0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
AutoTarget:
ScanRadius: 6
MaximumScanTimeInterval: 5
AmmoPool:
Ammo: 1
AmmoCondition: ammo
ReloadAmmoPool:
Delay: 30
Count: 1
WithInfantryBody:
DefaultAttackSequence: shoot
S4:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 124
Prerequisites: anyradar, ~infantry.intruder, ~techlevel.medium
IconPalette: chrome
Description: Heavy assault infantry with high burst damage.
TooltipExtras:
Strengths: • Strong vs Buildings, Defenses, Heavy Armor, Light Armor
Weaknesses: • Weak vs Infantry\n• Cannot attack Aircraft
Attributes: • Special Ability: Teleport (with upgrade)
Mobile:
Speed: 54
Valued:
Cost: 500
Tooltip:
Name: Intruder
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 10000
RevealsShroud:
Range: 5c0
Armament@PRIMARY:
Weapon: IntruderDiscs
LocalOffset: 150,0,400
Armament@BATF:
Name: batf
Weapon: IntruderDiscsBATF
AttackFrontal:
PauseOnCondition: being-warped || blinded || reapersnare
FacingTolerance: 0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
PortableChronoCA:
ChargeDelay: 500
MaxDistance: 16
ChronoshiftSound: scrinport.aud
RequiresCondition: blink-upgrade
TeleportCondition: blink
ConditionDuration: 3
ShowSelectionBarWhenFull: false
CircleColor: c8b8ed66
GrantConditionOnPrerequisite@BLINKPACKS:
Condition: blink-upgrade
Prerequisites: blink.upgrade
WithColoredOverlay@BLINKFLASH:
Color: ffffff80
RequiresCondition: blink
WithInfantryBody:
DefaultAttackSequence: shoot
MRDR:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 125
Prerequisites: anyradar, ~infantry.harbinger, ~techlevel.medium
IconPalette: chromes
Description: Heavy assault infantry with high burst damage.
TooltipExtras:
Strengths: • Strong vs Buildings, Defenses, Heavy Armor, Light Armor
Weaknesses: • Weak vs Infantry\n• Cannot attack Aircraft
Attributes: • Special Ability: Teleport (with upgrade)
Mobile:
Speed: 46
Valued:
Cost: 600
Tooltip:
Name: Marauder
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 16000
RevealsShroud:
Range: 5c0
Armament@PRIMARY:
Weapon: MarauderDiscs
LocalOffset: 150,0,400
Armament@BATF:
Name: batf
Weapon: IntruderDiscsBATF
AttackFrontal:
PauseOnCondition: being-warped || blinded || reapersnare
FacingTolerance: 0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
PortableChronoCA:
ChargeDelay: 500
MaxDistance: 16
ChronoshiftSound: scrinport.aud
RequiresCondition: blink-upgrade
TeleportCondition: blink
ConditionDuration: 3
ShowSelectionBarWhenFull: false
CircleColor: c8b8ed66
GrantConditionOnPrerequisite@BLINKPACKS:
Condition: blink-upgrade
Prerequisites: blink.upgrade
WithColoredOverlay@BLINKFLASH:
Color: ffffff80
RequiresCondition: blink
WithInfantryBody:
DefaultAttackSequence: shoot
S6:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@ENGINEER: ^EngineerBase
Buildable:
BuildPaletteOrder: 32
Prerequisites: ~infantry.scrin
IconPalette: chrome
Tooltip:
Name: Assimilator
Voiced:
VoiceSet: AssimilatorVoice
WCHR:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@SELECTION: ^SelectableSupportUnit
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 126
Prerequisites: anyradar, ~infantry.scrin, ~techlevel.medium
Description: Infiltration unit used to gain vision of enemies.
Valued:
Cost: 500
Tooltip:
Name: Watcher
TooltipExtras:
Weaknesses: • Cannot deal damage
Attributes: • Can attach parasites to enemy vehicles & structures\n• Cloaked when not moving\n• Special Ability: Teleport (with upgrade)
Health:
HP: 5000
UpdatesPlayerStatistics:
AddToArmyValue: true
Mobile:
Speed: 80
RevealsShroud:
Range: 6c0
WithInfantryBody:
DefaultAttackSequence: shoot
AttackFrontal:
FacingTolerance: 0
PauseOnCondition: being-warped || blinded || reapersnare
Armament@PRIMARY:
Weapon: WatcherDart
LocalOffset: 150,0,400
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: ReturnFire
Cloak@NORMAL:
InitialDelay: 250
CloakDelay: 120
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
CloakedCondition: hidden
CloakSound: gstealon.aud
UncloakSound: gstealof.aud
DetectionTypes: Cloak
IsPlayerPalette: false
RequiresCondition: !cloak-force-disabled && !being-warped
PauseOnCondition: invisibility
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
WithColoredSelectionBox@INVIS:
RequiresCondition: invisibility || hidden
ColorSource: Player
PortableChronoCA:
ChargeDelay: 500
MaxDistance: 16
ChronoshiftSound: scrinport.aud
RequiresCondition: blink-upgrade
TeleportCondition: blink
ConditionDuration: 3
ShowSelectionBarWhenFull: false
CircleColor: c8b8ed66
GrantConditionOnPrerequisite@BLINKPACKS:
Condition: blink-upgrade
Prerequisites: blink.upgrade
WithColoredOverlay@BLINKFLASH:
Color: ffffff80
RequiresCondition: blink
BRST:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Inherits@SELECTION: ^SelectableSupportUnit
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 160
Prerequisites: scrt, ~infantry.scrin, ~techlevel.high
IconPalette: chromes
Description: Explodes on death or on contact with target.
Valued:
Cost: 550
Tooltip:
Name: Burster
TooltipExtras:
Strengths: • Strong vs Infantry, Buildings, Light Armor
Weaknesses: • Cannot attack Aircraft
Health:
HP: 5000
UpdatesPlayerStatistics:
AddToArmyValue: true
Mobile:
Speed: 92
RevealsShroud:
Range: 7c0
Explodes:
Weapon: BursterExplode
EmptyWeapon: BursterExplode
AttackFrontal:
FacingTolerance: 64
PauseOnCondition: being-warped || blinded || reapersnare
Armament@PRIMARY:
Weapon: BursterTargeting
GrantConditionOnAttack:
Condition: triggered
KillsSelf:
RequiresCondition: (triggered || berserk)
-TakeCover:
Targetable@Burster:
TargetTypes: Burster
AutoTarget:
ScanRadius: 4
TargetedAttackAbility:
TargetCursor: attack
ArmamentNames: primary
CircleWidth: 0
Type: BursterAttack
EVIS:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Inherits@RESCONV: ^ResourceConversion
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 121
Prerequisites: anyradar, ~infantry.scrin, ~evis.upgrade, ~techlevel.medium
IconPalette: chromes
Description: Fast moving anti-personnel infantry.
Selectable:
DecorationBounds: 640, 896, -32, -256
Valued:
Cost: 600
Tooltip:
Name: Eviscerator
TooltipExtras:
Strengths: • Strong vs Light Armor, Infantry
Weaknesses: • Weak vs Heavy Armor\n• Cannot attack Aircraft
Health:
HP: 13000
UpdatesPlayerStatistics:
AddToArmyValue: true
Mobile:
Speed: 92
RevealsShroud:
Range: 6c0
AttackFrontal:
FacingTolerance: 64
PauseOnCondition: being-warped || blinded || reapersnare
Armaments: primary, primary-charged
Armament@PRIMARY:
Weapon: EvisceratorShards
LocalOffset: 0,-100,250, 0,100,250
PauseOnCondition: (ammo || charged-fire) && !uncharged-fire
Armament@PRIMARYCHARGED:
Name: primary-charged
Weapon: EvisceratorShardsCharged
PauseOnCondition: !ammo || uncharged-fire
LocalOffset: 0,-100,250, 0,100,250
Armament@BATF:
Name: batf
Weapon: EvisceratorShards
AmmoPool@RESCONV:
Ammo: 20
ReloadAmmoPool@RESCONV:
Count: 5
WithAmmoPipsDecoration@RESCONV:
PipCount: 4
GrantCondition@RESCONVCHARGE:
RequiresCondition: resconv-upgrade && on-resource && (ammo < 20 || charged-fire)
GrantConditionOnAttack@PRIMARY:
RevokeDelay: 28
GrantConditionOnAttack@PRIMARYCHARGED:
RevokeDelay: 28
WithIdleOverlay@RESCONVTIB:
Offset: 0,0,150
Sequence: greensm
WithIdleOverlay@RESCONVORE:
Offset: 0,0,150
Sequence: yellowsm
WithIdleOverlay@RESCONVBLUETIB:
Offset: 0,0,150
Sequence: bluesm
WithIdleOverlay@RESCONVGEMS:
Offset: 0,0,150
Sequence: redsm
WithInfantryBody:
DefaultAttackSequence: shoot
IMPL:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 122
Prerequisites: anyradar, ~infantry.scrin, ~impl.upgrade, ~techlevel.medium
IconPalette: chromes
Description: Assault infantry with high burst damage.\n Impales targets, slowing their movement.
Selectable:
DecorationBounds: 640, 896, -32, -256
Valued:
Cost: 600
Tooltip:
Name: Impaler
TooltipExtras:
Strengths: • Strong vs Light Armor, Infantry
Weaknesses: • Weak vs Heavy Armor\n• Cannot attack Aircraft
Attributes: • Slows targets
Health:
HP: 10000
UpdatesPlayerStatistics:
AddToArmyValue: true
Mobile:
Speed: 60
RevealsShroud:
Range: 6c0
AttackFrontal:
FacingTolerance: 64
PauseOnCondition: being-warped || blinded
Armament@PRIMARY:
Weapon: ImpalerSpike
LocalOffset: 150,0,400
Armament@BATF:
Name: batf
Weapon: ImpalerSpike
WithInfantryBody:
DefaultAttackSequence: shoot
STLK:
Inherits@SCRININFANTRY: ^ScrinInfantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@BERSERK: ^Berserk
Buildable:
Queue: InfantrySQ, InfantryMQ
BuildAtProductionType: Soldier
BuildPaletteOrder: 123
Prerequisites: anyradar, ~infantry.scrin, ~stlk.upgrade, ~techlevel.medium
IconPalette: chromes
Description: Fast moving anti-personnel infantry.
Selectable:
DecorationBounds: 640, 896, -32, -256
Valued:
Cost: 500
Tooltip:
Name: Stalker
TooltipExtras:
Strengths: • Strong vs Light Armor, Infantry
Weaknesses: • Weak vs Heavy Armor\n• Cannot attack Aircraft
Attributes: • Special Ability: Cloak\n• Moves faster while cloaked.
Health:
HP: 13000
UpdatesPlayerStatistics:
AddToArmyValue: true
Mobile:
Speed: 92
RevealsShroud:
Range: 6c0
AttackFrontal:
FacingTolerance: 64
PauseOnCondition: being-warped || blinded || reapersnare
Armament@PRIMARY:
Weapon: StalkerShards
LocalOffset: 0,-100,250, 0,100,250
Armament@BATF:
Name: batf
Weapon: StalkerShards
AutoTarget:
ScanRadius: 5
WithInfantryBody:
DefaultAttackSequence: shoot
GrantTimedConditionOnDeploy@Cloak:
DeployedCondition: cloak
ShowSelectionBar: true
StartsFullyCharged: true