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Feature #166 » 0048-Granularity-Add-Fortify-action-enabler.patch

main - Marko Lindqvist, 01/10/2024 06:24 PM

View differences:

data/granularity/README.granularity
removed by the Counting tech.
* In cities units heal 10% of their maximum hitpoints each turn,
outside cities none. Techs and buildings improve this.
* Fortifying is not possible before Trenches technology is known.
data/granularity/actions.ruleset
; /* TRANS: Teleport (100% chance of success). */
ui_name_teleport = _("%sRelocate%s")
; /* TRANS: _Fortify (100% chance of success). */
ui_name_fortify = _("%sFortify%s")
; Blank ruleset defined user actions.
; See the section "Ruleset defined actions" in doc/README.actions
; Example: set up "User Action 1"
......
"UnitClass", "Air", "Local", TRUE
}
[actionenabler_fortify]
action = "Fortify"
actor_reqs =
{ "type", "name", "range", "present"
"Tech", "Trenches", "Player", TRUE
"Activity", "Fortified", "Local", FALSE
}
[actionenabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
data/granularity/techs.ruleset
[advance_flight]
name = _("Flight")
req1 = "Maps"
req2 = "Mining"
req2 = "Trenches"
flags = ""
graphic = "a.flight"
graphic_alt = "-"
......
graphic_alt = "-"
helptext = _("Anything can be done with right tools.\
Allows more efficient use of production resources.")
[advance_trenches]
name = _("Trenches")
req1 = "Mining"
req2 = "Military Training"
flags = ""
graphic = "a.trenches"
graphic_alt = "-"
helptext = _("\
Allows units to fortify.\
")
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