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docs/Fixed-or-Improved-Logics.md

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@@ -180,7 +180,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Technos are still not allowed to stop moving under the elevated bridge, but can stop other missions.
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- Now in air team members will use the 2D distance instead of the 3D distance to judge whether have reached the mission destination, so as to prevent the problem that the mission is stuck and cannot continue in some cases (such as when the jumpjet stops on the building).
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- Unit `Speed` setting now accepts floating-point values. Internally parsed values are clamped down to maximum of 100, multiplied by 256 and divided by 100, the result (which at this point is converted to an integer) then clamped down to maximum of 255 giving effective internal speed value range of 0 to 255, e.g leptons traveled per game frame.
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- `AirburstWeapon` now supports `IsLaser`, `IsElectricBolt` (without Ares `Bolt.Color1`, `Bolt.Color2`, `Bolt.Color3`), `IsRadBeam`, and `AttachedParticleSystem`.
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- `AirburstWeapon` now supports `IsLaser`, `IsElectricBolt`, `IsRadBeam`, and `AttachedParticleSystem`.
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- Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc.
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- Aircraft will now behave as expected according to it's `MovementZone` and `SpeedType` when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby.
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- Allowed `AuxBuilding` to count building upgrades.
@@ -703,6 +703,23 @@ BallisticScatter.Min= ; floating point value, distance in cells
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BallisticScatter.Max= ; floating point value, distance in cells
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```
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### Shrapnel enhancements
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![image](_static/images/shrapnel.gif)
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*Shrapnel appearing against ground & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- `ShrapnelWeapon` can now be triggered against ground & buildings via `Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`.
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- Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](#weapon-targeting-filter) & [AttachEffect filters](#attached-effects) will be checked.
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- Do note that this overrides the normal check of only allowing shrapnels to hit non-allied objects. Use `CanTargetHouses=enemies` to manually enable this behaviour again.
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In `rulesmd.ini`:
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```ini
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[SOMEPROJECTILE] ; Projectile
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Shrapnel.AffectsGround=false ; boolean
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Shrapnel.AffectsBuildings=false ; boolean
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Shrapnel.UseWeaponTargeting=false ; boolean
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```
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## Technos
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### Airstrike target eligibility

docs/Miscellanous.md

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This page describes every change in Phobos that wasn't categorized into a proper category yet.
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## Player colors
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### Unlimited skirmish colors
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- It is now possible to have an unlimited number of skirmish/multiplayer player colors, as opposed to 8 in Yuri's Revenge and 16 with Ares.
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- This feature must be enabled with `SkirmishUnlimitedColors=true` in `[General]` section of game rules.
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- When enabled, the game will treat color indices passed from spawner as indices for `[Colors]` section entries.
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- In example, with original rules, index 6 will correspond to color `Orange=25,230,255`.
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In `rulesmd.ini`:
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```ini
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[General]
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SkirmishUnlimitedColors=false ; boolean
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```
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```{note}
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This feature should only be used if you use a spawner/outside client (i.e. CNCNet client). Using it in the original YR launcher will produce undesireable effects.
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```
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## Blowfish Dependency
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```{warning}
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Due to technical incompatibilities, enabling this feature disables [Ares' Customizable Dropdown Colors](https://ares-developers.github.io/Ares-docs/ui-features/customizabledropdowncolors.html).
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```
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`BLOWFISH.DLL` is no longer required to start the game.
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## Developer tools
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```{note}
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`Chrono` is not a standard Alias, but since the default behavior of using `Teleport` will be triggered when the value of `Locomotor` is incorrect, the result of the operation will appear as if `Chrono` has taken effect.
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Correspondingly, if such a writing method causes any errors, it is also not within the scope of responsibility of this function.
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```
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### Insignia Type
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The CnCNet 5 spawner uses the main loop exception handler for fixes. If you get any issues (crashes, bugs) in combination with that then please first test with the exception handler enabled.
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```
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## Blowfish Dependency
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## Player colors
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`BLOWFISH.DLL` is no longer required to start the game.
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### Unlimited skirmish colors
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- It is now possible to have an unlimited number of skirmish/multiplayer player colors, as opposed to 8 in Yuri's Revenge and 16 with Ares.
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- This feature must be enabled with `SkirmishUnlimitedColors=true` in `[General]` section of game rules.
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- When enabled, the game will treat color indices passed from spawner as indices for `[Colors]` section entries.
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- In example, with original rules, index 6 will correspond to color `Orange=25,230,255`.
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In `rulesmd.ini`:
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```ini
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[General]
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SkirmishUnlimitedColors=false ; boolean
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```
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```{note}
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This feature should only be used if you use a spawner/outside client (i.e. CNCNet client). Using it in the original YR launcher will produce undesireable effects.
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```
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```{warning}
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Due to technical incompatibilities, enabling this feature disables [Ares' Customizable Dropdown Colors](https://ares-developers.github.io/Ares-docs/ui-features/customizabledropdowncolors.html).
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```

docs/New-or-Enhanced-Logics.md

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ReturnWeapon.ApplyFirepowerMult=false ; boolean
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```
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### Shrapnel enhancements
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![image](_static/images/shrapnel.gif)
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*Shrapnel appearing against ground & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- `ShrapnelWeapon` can now be triggered against ground & buildings via `Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`.
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- Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](#weapon-targeting-filter) & [AttachEffect filters](#attached-effects) will be checked.
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- Do note that this overrides the normal check of only allowing shrapnels to hit non-allied objects. Use `CanTargetHouses=enemies` to manually enable this behaviour again.
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In `rulesmd.ini`:
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```ini
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[SOMEPROJECTILE] ; Projectile
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Shrapnel.AffectsGround=false ; boolean
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Shrapnel.AffectsBuildings=false ; boolean
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Shrapnel.UseWeaponTargeting=false ; boolean
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```
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## Super Weapons
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### AI Superweapon delay timer
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```ini
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[SOMETECHNO] ; TechnoType
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BuildLimitGroup.Types= ; List of TechnoTypes
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BuildLimitGroup.Nums= ; integer, or a list of integers
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BuildLimitGroup.Nums= ; integer, or a List of integers
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BuildLimitGroup.Factor=1 ; integer
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BuildLimitGroup.ContentIfAnyMatch=false ; boolean
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BuildLimitGroup.NotBuildableIfQueueMatch=false ; boolean
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- `TiberiumEater.CellN` set a list of cells that'll process tiberium eating, where `N` is 0-based and the values are offset related to the TechnoType's current cell. If not set, only the ores on the TechnoType's current cell will be eaten.
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- `TiberiumEater.AmountPerCell` controls the amount of ores that can be eaten at each cell at once. No limit when it's below 0.
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- By default, ores mined in this way worth the same as regular harvesting. This can be adjusted by `TiberiumEater.CashMultiplier`.
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- `TiberiumEater.Display`, if set to true, will create a flying text to display the total credits received in each eating process. `TiberiumEater.Display.Houses` determines which houses can see the credits display.
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- `TiberiumEater.Display`, if set to true, will create a flying text to display the total credits received in each eating process.
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- `TiberiumEater.Display.Houses` determines which houses can see the credits display.
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- An animation will be played at each mined cell in an eating process. If `TiberiumEater.Anims` contains 8 entries, entry from position matching the TechnoType's current facing will be chosen. Otherwise, an entry will be chosen randomly.
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- `TiberiumEater.Anims.TiberiumN`, if set, will override `TiberiumEater.Anims` when eating corresponding tiberium type.
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- If `TiberiumEater.AnimMove` set to true, the animations will move with the TechnoType.

docs/User-Interface.md

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DisableEmptySpawnPositions=false ; boolean
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```
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## Miscellanous
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### Skip saving game on starting a new campaign
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When starting a new campaign, the game automatically saves the game. Now you can decide whether you want that to happen or not.
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In `RA2MD.INI`:
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```ini
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[Phobos]
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SaveGameOnScenarioStart=true ; boolean
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```
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## Sidebar / Battle UI
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[Phobos]
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ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be enabled.
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```
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## Miscellanous
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### Skip saving game on starting a new campaign
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When starting a new campaign, the game automatically saves the game. Now you can decide whether you want that to happen or not.
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In `RA2MD.INI`:
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```ini
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[Phobos]
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SaveGameOnScenarioStart=true ; boolean
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```

docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po

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msgid ""
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"The following values are the *Target Type#* which can be used as second "
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"parameter of the new attack script actions:"
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msgstr "下列值为可用于新攻击脚本动作第二个参数的 *目标类型 #* 参数:"
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msgstr "下列值为可用于新攻击脚本动作第二个参数的 **目标类型 #** 参数:"
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#: ../../AI-Scripting-and-Mapping.md:157
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msgid ""
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"'Buildings considered as vehicles' means buildings with both "
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"`UndeploysInto` set & `Foundation=1x1` and `ConsideredVehicle` not set or"
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" buildings with `ConsideredVehicle=true`."
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msgstr ""
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"被视为载具的建筑意为那些同时设置了 `UndeploysInto` 和 `Foundation=1x1` 且没有设置 "
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"被视为载具的建筑意为那些同时设置了 `UndeploysInto` 和 `Foundation=1x1` 且没有设置 "
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"`ConsideredVehicle` 或者设置了 `ConsideredVehicle=true` 的建筑。"
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#: ../../AI-Scripting-and-Mapping.md
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"The *`AITargetTypes` index#* values are obtained in the new "
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"`AITargetTypes` section that must be declared in `rulesmd.ini`:"
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msgstr ""
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"*`AITargetTypes` 索引 #* 值在新的 `AITargetTypes` 小节中获取,该小节必须在 `rulesmd.ini` "
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"**`AITargetTypes` 索引 #** 值在新的 `AITargetTypes` 小节中获取,该小节必须在 `rulesmd.ini` "
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"中声明:"
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#: ../../AI-Scripting-and-Mapping.md:202

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