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Feature #51 » 0023-Granularity-Demonstrate-aircraft-Relocate-action.patch

main - Marko Lindqvist, 12/10/2023 07:46 AM

View differences:

data/granularity/actions.ruleset
; /* TRANS: Regular _Move (100% chance of success). */
ui_name_unit_move = _("%sKeep moving%s")
; /* TRANS: Teleport (100% chance of success). */
ui_name_teleport = _("%sRelocate%s")
; Blank ruleset defined user actions.
; See the section "Ruleset defined actions" in doc/README.actions
; Example: set up "User Action 1"
......
quiet_actions = "Transport Disembark 2", "Unit Move"
[actionenabler_found_city]
action = "Found City"
action = "Found City"
actor_reqs =
{ "type", "name", "range"
"UnitFlag", "Cities", "Local"
"UnitState", "OnLivableTile", "Local"
"MinMoveFrags", "5", "Local"
}
target_reqs =
target_reqs =
{ "type", "name", "range", "present"
"TerrainFlag","NoCities","Tile",FALSE
}
......
"UnitState", "OnLivableTile", "Local"
"UnitState", "Transported", "Local"
}
target_reqs =
target_reqs =
{ "type", "name", "range"
"UnitState", "Transporting", "Local"
}
......
{ "type", "name", "range"
"UnitState", "Transporting", "Local"
}
target_reqs =
target_reqs =
{ "type", "name", "range"
"UnitState", "OnLivableTile", "Local"
"UnitState", "Transported", "Local"
......
}
[actionenabler_regular_move]
action = "Unit Move"
actor_reqs =
action = "Unit Move"
actor_reqs =
{ "type", "name", "range", "present"
"MinMoveFrags", "5", "Local", TRUE
"UnitState", "Transported", "Local", FALSE
}
[actionenabler_relocate]
action = "Teleport"
actor_reqs =
{ "type", "name", "range", "present"
"UnitClass", "Air", "Local", TRUE
"UnitState", "Transported", "Local", FALSE
}
[actionenabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
data/granularity/effects.ruleset
"UnitClassFlag", "TerrainSpeed", "Local", TRUE
}
[effect_action_success_relocate]
type = "Action_Success_Actor_Move_Cost"
value = 100
reqs =
{ "type", "name", "range", "present"
"Action", "Teleport", "Local", TRUE
}
[effect_no_tools]
type = "Output_Bonus"
value = -50
data/granularity/techs.ruleset
graphic_alt = "-"
helptext = _("Makes it possible to use Oceanic tiles.")
[advance_flight]
name = _("Flight")
req1 = "Masonry"
req2 = "Carving"
flags = ""
graphic = "a.flight"
graphic_alt = "-"
helptext = _("First flying machines.")
[advance_government]
name = _("Government")
req1 = "Cave Painting"
data/granularity/units.ruleset
hp_loss_pct = 0
flags = "TerrainSpeed"
[unitclass_air]
name = _("Air")
min_speed = 0
hp_loss_pct = 0
flags = "BuildAnywhere"
; /* <-- avoid gettext warnings
;
; Below: The individual unit types, one per section.
......
Horsemen are the first fast unit.\
")
[unit_bomber]
name = _("Bomber")
class = "Air"
reqs =
{ "type", "name", "range"
"Tech", "Flight", "Player"
}
obsolete_by = "None"
graphic = "u.bomber"
graphic_alt = "-"
sound_move = "m_bomber"
sound_move_alt = "m_generic"
sound_fight = "f_bomber"
sound_fight_alt = "f_generic"
build_cost = 20000
pop_cost = 0
attack = 200
defense = 50
hitpoints = 30
firepower = 1
move_rate = 100
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 100
uk_food = 0
uk_gold = 0
tp_defense = "Alight"
;flags =
;roles =
helptext = _("\
Unit capable of bombing enemy cities, and more.\
")
[unit_settlers]
name = _("Settlers")
class = "Land"
(1-1/2)