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[Minor] Weekly Regular Documentation Revisions 06.23-06.29 - develop (#1736)
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docs/Fixed-or-Improved-Logics.md

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@@ -1189,7 +1189,7 @@ IronCurtain.KillOrganicsWarhead= ; WarheadType
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ForceShield.EffectOnOrganics=kill ; Iron Curtain effect Enumeration (kill | invulnerable | ignore)
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ForceShield.KillOrganicsWarhead= ; WarheadType
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[SOMETECHNO] ; InfantryType or Organic=true TechnoType
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[SOMETECHNO] ; TechnoType with Organic=true
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IronCurtain.Effect= ; IronCurtain effect Enumeration (kill | invulnerable | ignore)
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IronCurtain.KillWarhead= ; WarheadType
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ForceShield.Effect= ; IronCurtain effect Enumeration (kill | invulnerable | ignore)

docs/New-or-Enhanced-Logics.md

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@@ -665,8 +665,7 @@ DeployedSecondaryFireFLH= ; integer - Forward,Lateral,Height
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In `rulesmd.ini`:
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```ini
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[SOMEINFANTRY] ; InfantryType
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Slaved=yes
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[SOMEINFANTRY] ; InfantryType, with Slaved=yes
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SlavesFreeSound= ; Sound entry, default to [AudioVisual] -> SlavesFreeSound
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```
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@@ -702,8 +701,7 @@ NotHuman.RandomDeathSequence=yes ; boolean
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In `rulesmd.ini`:
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```ini
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[SOMEINFANTRY] ; InfantryType
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Slaved=yes
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[SOMEINFANTRY] ; InfantryType, with Slaved=yes
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Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | killer | neutral)
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```
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@@ -1197,7 +1195,7 @@ AttackMove.PursuitTarget= ; boolean
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### Attack move - follow
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- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`ctrl + alt`).
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- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`[Ctrl]+[Alt]`).
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- Use `AttackMove.Follow.IncludeAir` to determine whether the follower will follow an air unit.
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- Mind control units with `AttackMove.Follow.IfMindControlIsFull=true` set will follow if they reach the capacity.
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- This feature should be useful for supportive units such as medics and repairers.
@@ -1207,7 +1205,7 @@ In `rulesmd.ini`:
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[SOMETECHNO] ; TechnoType
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AttackMove.Follow=false ; boolean
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AttackMove.Follow.IncludeAir=false ; boolean
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AttackMove.Follow.IfMindControlIsFull=false ;boolean
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AttackMove.Follow.IfMindControlIsFull=false ; boolean
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```
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### Attack move - without weapon
@@ -1626,11 +1624,11 @@ MultiMindControl.ReleaseVictim=false ; boolean
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*Multi Weapon used to release different weapons against different targets in **Zero Boundary** by @[Stormsulfur](https://space.bilibili.com/11638715/lists/5358986)*
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- You can now use `WeaponX` to enable more than 2 weapons for a TechnoType without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` restriction.
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- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
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- `MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
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- `MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
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- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
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- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
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- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
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- `MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
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- `MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
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- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
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- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
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In `rulesmd.ini`:
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```ini
@@ -2424,8 +2422,7 @@ KeepRange.AllowPlayer=false ; boolean
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In `rulesmd.ini`:
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```ini
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[SOMEWEAPON] ; WeaponType
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OmniFire=yes
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[SOMEWEAPON] ; WeaponType, with OmniFire=yes
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OmniFire.TurnToTarget=no ; boolean
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```
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docs/User-Interface.md

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@@ -285,6 +285,7 @@ RealTimeTimers.Adaptive=false ; boolean
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### Select Box
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![selectbox](_static/images/selectbox.png)
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*SelectBox and GroundLine in **Solar Flare** by [Netsu_Negi](https://space.bilibili.com/26486915/lists/3151060)*
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- Now you can use and customize select box for infantry, vehicle and aircraft. No select box for buildings in default case, but you still can specific for some building if you want.
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- `Frames` can be used to list frames of `Shape` file that'll be drawn as a select box when the TechnoType's health is at or below full health/the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively.
@@ -293,7 +294,7 @@ RealTimeTimers.Adaptive=false ; boolean
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- `VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players.
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- `DrawAboveTechno` specific whether the select box will be drawn before drawing the TechnoType. If set to false, the select box can be obscured by the TechnoType, and the draw location will ignore `PixelSelectionBracketDelta`.
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- You can now use `GroundShape` to specific a image which always draw on ground, it will only draw when techno is in air if set `Ground.AlwaysDraw=false`, this also affect on `GroundLine`.
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- If `GroundLine=true` , the game will draw a line from techno's position to its vertical projection, `GroundLine.Dashed=true` means the projection line is a dashed line.
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- If `GroundLine=true`, the game will draw a line from techno's position to its vertical projection, `GroundLine.Dashed=true` means the projection line is a dashed line.
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In `rulesmd.ini`:
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```ini
@@ -313,15 +314,15 @@ Translucency=0 ; translucency level (0/25/50/75)
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VisibleToHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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VisibleToHouses.Observer=true ; boolean
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DrawAboveTechno=true ; boolean
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GroundShape= ; filename with .shp extension
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GroundShape= ; filename with .shp extension
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GroundPalette=palette.pal ; filename with .pal extension
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GroundFrames= ; List of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft
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GroundOffset=0,0 ; integers - horizontal, vertical
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Ground.AlwaysDraw=true ; boolean
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GroundLine=false ; boolean
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GroundLineColor=0,255,0 ; R, G, B
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GroundLineColor.ConditionYellow= ; R, G, B
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GroundLineColor.ConditionRed= ; R, G, B
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GroundOffset=0,0 ; integers - horizontal, vertical
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Ground.AlwaysDraw=true ; boolean
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GroundLine=false ; boolean
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GroundLineColor=0,255,0 ; R, G, B
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GroundLineColor.ConditionYellow= ; R, G, B
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GroundLineColor.ConditionRed= ; R, G, B
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GroundLine.Dashed=false ; boolean
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[SOMETECHNO] ; TechnoType
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In `rulesmd.ini`:
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```ini
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[SOMESW] ; SuperWeaponType
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ShowTimer=yes
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[SOMESW] ; SuperWeaponType, with ShowTimer=yes
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ShowTimer.Priority=0 ; integer
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```
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docs/Whats-New.md

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@@ -407,10 +407,10 @@ New:
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- [Allows refineries to use multiple ActiveAnim simultaneously](Fixed-or-Improved-Logics.md#allows-refineries-to-use-multiple-activeanim-simultaneously) (by TaranDahl)
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- Electric/RadBeam trail for laser tails (by NetsuNegi)
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- Add `DebrisMinimums` to keep the count of debris within a certain range (by CrimRecya)
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- Several attackmove related enhancement (by TaranDahl)
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- [Several attackmove related enhancement](New-or-Enhanced-Logics.md#attack-move-behavior-when-target-acquired) (by TaranDahl)
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- Ground line for select box (by NetsuNegi)
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- Support for more optional weapons (by FlyStar)
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- Task subtitles display in the middle of the screen (by CrimRecya)
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- [Support for more optional weapons](New-or-Enhanced-Logics.md#multi-weapon) (by FlyStar)
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- [Task subtitles display in the middle of the screen](User-Interface.md#task-subtitles-display-in-the-middle-of-the-screen) (by CrimRecya)
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Vanilla fixes:
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- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)

docs/_static/images/selectbox.png

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