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data_ini_object_goodfaction_structures_men_farm.ini
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2006-01-31
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5KB
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139 lines
;------------------------------------------------------------------------------
;Gondor Farm
ChildObject GondorFarm FarmInterface
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCFarm
End
MultiPlayerOnly = Yes
End
Draw = W3DScriptedModelDraw Draw_BonusEffects
DefaultModelConditionState
Model = None
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
End
AnimationState = UPGRADE_ECONOMY_BONUS
ParticleSysBone = None FueltheFiresEmbers
End
End
DisplayName = OBJECT:GondorFarm
Description = CONTROLBAR:ToolTipConstructMenFarm
Side = Men
BuildCost = GONDOR_FARM_BUILDCOST
BuildTime = GONDOR_FARM_BUILDTIME ; in seconds
BountyValue = GONDOR_FARM_BOUNTY_VALUE
ShroudClearingRange = GONDOR_FARM_SHROUD_CLEAR
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
;;--- to allow generation of peasants ----------------
CommandSet = SellableCommandSet
;----------------------- AUDIO ------------------------
VoiceSelect = GondorFarmSelect
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
;---------------------------------------------------
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY GondorStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_FARM_HEALTH
MaxHealthDamaged = GONDOR_FARM_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_FARM_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_GBFarm_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_GBFarm_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_FARM_FIRE_FUEL
MaxBurnRate = MEN_FARM_FIRE_MAX_BURN_RATE
Decay = MEN_FARM_FIRE_DECAY
Resistance = MEN_FARM_FIRE_RESISTANCE
End
; Behavior = AutoDepositUpdate AutoDepositModuleTag
; DepositTiming = GONDOR_FARM_MONEY_TIME ; in milliseconds
; DepositAmount = GONDOR_FARM_MONEY_AMOUNT ; cash amount to deposit every DepositTiming
; InitialCaptureBonus = 0 ; no initial bonus
;
; Upgrade = Upgrade_MarketplaceUpgradeGrandHarvest
; UpgradeBonusPercent = GONDOR_GRANDHARVEST_PRODUCTION_INCREASE %
; UpgradeMustBePresent = ANY +GondorMarketPlace
; End
Behavior = TerrainResourceBehavior ModuleTag_NewMoney
Radius = GONDOR_FARM_MONEY_RANGE ; How far we try to claim ground
MaxIncome = GONDOR_FARM_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = GONDOR_FARM_MONEY_TIME ; How often (in msec) we give that much money
Upgrade = Upgrade_MarketplaceUpgradeGrandHarvest
UpgradeBonusPercent = GONDOR_GRANDHARVEST_PRODUCTION_INCREASE %
UpgradeMustBePresent = ANY +GondorMarketPlace
End
ClientBehavior = TerrainResourceClientBehavior ModuleTag_NewMoneyClient
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
; GiveNoXP = Yes ;disable granting xp when producing units.
End
;//these are only needed for buildings that have a upgrade button
;Behavior = LevelUpUpgrade ModuleTag_BarracksLevel2
;End
;Behavior = LevelUpUpgrade ModuleTag_BarracksLevel3
;End
Behavior = WeaponSetUpgrade ModuleTag_Weapon
TriggeredBy = Upgrade_StructureLevel3
End
; Same as farm interface, except without the AUTO_RALLYPOINT
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP FS_CASH_PRODUCER LIVING_WORLD_BUILDING_MIRROR ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_STONE ECONOMY_STRUCTURE IGNORE_FOR_VICTORY
End
;------------------------------------------------------------------------------
ChildObject GondorFarmMultiplayer GondorFarm
PlacementViewAngle = 45
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION IGNORE_FOR_VICTORY CASTLE_KEEP MADE_OF_STONE ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK
RefundValue = 100 ; Half the cost of an economy plot.
BuildCost = GONDOR_FLAG_ECONOMY_UNPACK_COST ; Bit of a hack, but stops build canceling from getting the wrong price.
;----------------------- AUDIO ------------------------
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
;----------------------------------------------
End