Feature #51 » 0013-Granularity-Demonstrate-aircraft-Relocate-action.patch
| data/granularity/actions.ruleset | ||
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; /* TRANS: Regular _Move (100% chance of success). */
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ui_name_unit_move = _("%sKeep moving%s")
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; /* TRANS: Teleport (100% chance of success). */
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ui_name_teleport = _("%sRelocate%s")
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; Blank ruleset defined user actions.
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; See the section "Ruleset defined actions" in doc/README.actions
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; Example: set up "User Action 1"
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| ... | ... | |
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quiet_actions = "Transport Disembark 2", "Unit Move"
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[actionenabler_found_city]
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action = "Found City"
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action = "Found City"
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actor_reqs =
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{ "type", "name", "range"
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"UnitFlag", "Cities", "Local"
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"UnitState", "OnLivableTile", "Local"
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"MinMoveFrags", "5", "Local"
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}
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target_reqs =
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target_reqs =
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{ "type", "name", "range", "present"
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"TerrainFlag","NoCities","Tile",FALSE
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}
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| ... | ... | |
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"UnitState", "OnLivableTile", "Local"
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"UnitState", "Transported", "Local"
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}
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target_reqs =
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target_reqs =
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{ "type", "name", "range"
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"UnitState", "Transporting", "Local"
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}
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| ... | ... | |
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{ "type", "name", "range"
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"UnitState", "Transporting", "Local"
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}
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target_reqs =
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target_reqs =
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{ "type", "name", "range"
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"UnitState", "OnLivableTile", "Local"
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"UnitState", "Transported", "Local"
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| ... | ... | |
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}
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[actionenabler_regular_move]
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action = "Unit Move"
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actor_reqs =
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action = "Unit Move"
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actor_reqs =
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{ "type", "name", "range", "present"
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"MinMoveFrags", "5", "Local", TRUE
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"UnitState", "Transported", "Local", FALSE
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}
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[actionenabler_relocate]
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action = "Teleport"
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actor_reqs =
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{ "type", "name", "range", "present"
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"UnitClass", "Air", "Local", TRUE
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"UnitState", "Transported", "Local", FALSE
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}
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| data/granularity/effects.ruleset | ||
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"UnitClassFlag", "TerrainSpeed", "Local", TRUE
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}
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[effect_action_success_relocate]
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type = "Action_Success_Actor_Move_Cost"
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value = 100
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reqs =
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{ "type", "name", "range", "present"
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"Action", "Teleport", "Local", TRUE
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}
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[effect_no_tools]
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type = "Output_Bonus"
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value = -50
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| data/granularity/techs.ruleset | ||
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graphic_alt = "-"
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helptext = _("Makes it possible to use Oceanic tiles.")
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[advance_flight]
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name = _("Flight")
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req1 = "Masonry"
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req2 = "Carving"
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flags = ""
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graphic = "a.flight"
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graphic_alt = "-"
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helptext = _("First flying machines.")
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[advance_government]
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name = _("Government")
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req1 = "Cave Painting"
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| data/granularity/units.ruleset | ||
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hp_loss_pct = 0
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flags = "TerrainSpeed"
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[unitclass_air]
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name = _("Air")
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min_speed = 0
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hp_loss_pct = 0
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flags = "BuildAnywhere"
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; /* <-- avoid gettext warnings
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;
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; Below: The individual unit types, one per section.
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| ... | ... | |
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Horsemen are the first fast unit.\
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")
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[unit_bomber]
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name = _("Bomber")
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class = "Air"
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reqs =
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{ "type", "name", "range"
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"Tech", "Flight", "Player"
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}
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obsolete_by = "None"
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graphic = "u.bomber"
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graphic_alt = "-"
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sound_move = "m_bomber"
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sound_move_alt = "m_generic"
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sound_fight = "f_bomber"
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sound_fight_alt = "f_generic"
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build_cost = 20000
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pop_cost = 0
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attack = 200
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defense = 50
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hitpoints = 30
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firepower = 1
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move_rate = 100
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vision_radius_sq = 2
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transport_cap = 0
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fuel = 0
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uk_happy = 0
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uk_shield = 100
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uk_food = 0
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uk_gold = 0
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tp_defense = "Alight"
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;flags =
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;roles =
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helptext = _("\
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Unit capable of bombing enemy cities, and more.\
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")
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[unit_settlers]
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name = _("Settlers")
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class = "Land"
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