Thanks Meridian,
Unfortunately, while this may be useful within one's own mod, it does not appear to be helpful regarding vanilla resources. Take the following example
This is defined in standard/xcom2/crafts.rul
crafts: #done
- type: STR_TRITON
sprite: 0
fuelMax: 1400
damageMax: 160
speedMax: 790
accel: 2
soldiers: 14
vehicles: 3
costBuy: 500000
costRent: 500000
forceShowInMonthlyCosts: true
refuelRate: 50
transferTime: 72
score: 200
maxAltitude: 4
battlescapeTerrainData:
name: TRITON
mapDataSets:
- BLANKS
- TRITON
mapBlocks:
- name: TRITON
width: 10
length: 20
deployment:
- [5, 7, 0, 4]
- [4, 7, 0, 4]
- [5, 6, 0, 4]
- [4, 6, 0, 4]
- [5, 5, 0, 4]
- [4, 5, 0, 4]
- [5, 4, 0, 4]
- [4, 4, 0, 4]
- [5, 3, 0, 4]
- [4, 3, 0, 4]
- [5, 2, 0, 4]
- [4, 2, 0, 4]
- [3, 7, 0, 4]
- [3, 6, 0, 4]
If I want to make a variant of the Triton, without modifying the original game files, how am I supposed to include the anchor?
This doesn't work
crafts:
- &STR_TRITON
type: STR_TRITON
- type: STR_PLASTIC_TRITON
refNode: *STR_TRITON
damageMax: 250
accel: 3
costRent: 80000