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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -532,6 +532,21 @@ In `rulesmd.ini`:
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ExcludeFromMultipleFactoryBonus=false ; boolean
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```
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### Skip anim delay for burst fire
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- In Red Alert 1, the tesla coil will attack multiple times after charging animation. This is not possible in Red Alert 2, where the building must play the charge animation every time it fires.
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- Now you can implement the above logic using the following flag.
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In `artmd.ini`:
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```ini
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[SOMEBUILDING]; BuildingType
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IsAnimDelayedBurst=true ; boolean
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```
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```{note}
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The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore `IsAnimDelayedFire`.
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```
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### Unit repair customization
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- It is now possible to customize the repairing of units by `UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings.
PowerPlantEnhancer.Factor=1.0 ; floating point value
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```
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### Skip anim delay for burst fire
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- In Red Alert 1, the tesla coil will attack multiple times after charging animation. This is not possible in Red Alert 2, where the building must play the charge animation every time it fires.
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- Now you can implement the above logic using the following flag.
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In `artmd.ini`:
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```ini
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[SOMEBUILDING]; BuildingType
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IsAnimDelayedBurst=true ; boolean
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```
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```{note}
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The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore IsAnimDelayedFire.
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```
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### Spy Effects
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- Additional espionage bonuses can be toggled with `SpyEffect.Custom`.
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```ini
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[SOMETECHNO]; TechnoType
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Overload.Count= ;list of integer, default to [CombatDamage] -> OverloadCount
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Overload.Damage= ;list of integer, default to [CombatDamage] -> OverloadDamage
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Overload.Frames= ;list of integer, default to [CombatDamage] -> OverloadFrames
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Overload.Count= ;List of integers, default to [CombatDamage] -> OverloadCount
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Overload.Damage= ;List of integers, default to [CombatDamage] -> OverloadDamage
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Overload.Frames= ;List of integers, default to [CombatDamage] -> OverloadFrames
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Overload.DeathSound= ; Sound entry, default to [AudioVisual] -> MasterMindOverloadDeathSound
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Overload.ParticleSys= ; ParticleSystemType, default to [CombatDamage] -> DefaultSparkSystem
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
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- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
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- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface (by NetsuNegi)
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- Buildings with foundation bigger than 1x1 can now recycle spawned correctly (by TaranDahl)
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