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[Minor] Weekly Regular Documentation Revisions 05.26-06.01 - develop (#1680)
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docs/AI-Scripting-and-Mapping.md

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@@ -784,13 +784,13 @@ ID=EventCount,...,[EVENTID],2,[HouseIndex],[TechnoType],...
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- `HouseIndex` can be customized to focus in a specified house.
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In `mycampaign.map`:
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```ini
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[Events]
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...
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ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...
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ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...
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...
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```
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<div class="highlight-ini notranslate"><div class="highlight"><pre><span></span><span class="k">[Events]</span>
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<span class="na">...</span>
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<span class="na">ID</span><span class="o">=</span><span class="s">EventCount,...,604,2,[HouseIndex],[TechnoType],...</span>
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<span class="na">ID</span><span class="o">=</span><span class="s">EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...</span>
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<span class="na">...</span>
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</pre></div>
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</div>
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| *House Index* | *Description* |
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|:-------------:|:------------------------------------------:|

docs/Fixed-or-Improved-Logics.md

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@@ -103,7 +103,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Allowed MCV to redeploy in campaigns using a new toggle different from `[MultiplayerDialogSettings] -> MCVRedeploys`.
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- Fixed buildings with `UndeploysInto` but `Unsellable=no` & `ConstructionYard=no` unable to be sold normally. Restored `EVA_StructureSold` for buildings with `UndeploysInto` when being selled.
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- Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly setting the location for the vehicle to move into when undeployed.
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- Buildings with `CanC4=false` used to take 1 point of damage if hit by damage below 1 (calculated after `Verses` are applied but before veterancy, crate and AttachEffect modifiers). This can be disabled for negative damage by setting `CanC4.AllowZeroDamage` to true.
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- `CanC4=false` on building makes building take atleast 1 point of damage **if** the raw damage is non-zero but is lowered to below 1 by `Verses` etc. `CanC4.AllowZeroDamage=true` disables this. Negative damage (that is, after `Verses` etc have been applied) also now bypasses this check entirely without having to enable anything.
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- Buildings with primary weapon that has `AG=false` projectile now have attack cursor when selected.
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- Weapons with `AA=true` projectiles can now be set to fire exclusively at air targets by setting `AAOnly=true`, regardless of other conditions. This is useful because `AG=false` only prevents targeting ground cells (and cannot be changed without breaking existing behaviour) and for cases where `LandTargeting` cannot be used.
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- Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and passengers firing out no longer have the passenger firing offset shift lateral position based on burst index.
@@ -1827,7 +1827,7 @@ In `rulesmd.ini`:
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[General]
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MindControl.ThreatDelay=0 ; integer, game frames
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[SOMEWARHEAD] ; WarheadType
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[SOMEWARHEAD] ; WarheadTypeType
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MindControl.ThreatDelay= ; integer, game frames
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```
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@@ -1891,8 +1891,8 @@ ChargeTurret.Delays= ; List of integers - game frames
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In `rulesmd.ini`:
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```ini
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[SOMEWEAPON] ; WeaponType
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DiskLaser.Radius=240 ; floating point value
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; 240 is the default saucer disk radius
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DiskLaser.Radius=240 ; integer
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; 240 is the default saucer disk radius
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```
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### Customizable ROF random delay

docs/New-or-Enhanced-Logics.md

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@@ -1593,7 +1593,7 @@ In `rulesmd.ini`:
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Promote.VeteranAnimation= ; AnimationType
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Promote.EliteAnimation= ; AnimationType
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[SOMETECHNO]
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[SOMETECHNO] ; TechnoType
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Promote.VeteranAnimation= ; AnimationType, default to Promote.VeteranAnimation in [AudioVisual]
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Promote.EliteAnimation= ; AnimationType, default to Promote.EliteAnimation in [AudioVisual]
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```
@@ -1980,7 +1980,7 @@ DamageOwnerMultiplier=1.0 ; floating point value
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DamageAlliesMultiplier=1.0 ; floating point value
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DamageEnemiesMultiplier=1.0 ; floating point value
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[SOMEWARHEAD] ; Warhead
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[SOMEWARHEAD] ; WarheadType
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DamageOwnerMultiplier= ; floating point value
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DamageAlliesMultiplier= ; floating point value
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DamageEnemiesMultiplier= ; floating point value
@@ -2048,7 +2048,7 @@ SuppressKillWeapons.Types= ; List of WeaponTypes
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD] ; WarheadType
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[SOMEWARHEAD] ; WarheadTypeType
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TransactMoney=0 ; integer - credits added or subtracted
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TransactMoney.Display=false ; boolean
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TransactMoney.Display.AtFirer=false ; boolean
@@ -2139,7 +2139,7 @@ Reveal=0 ; integer - cell radius, negative values mean reveal the entire m
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD] ; Warhead
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[SOMEWARHEAD] ; WarheadType
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BuildingSell=false ; boolean
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BuildingSell.IgnoreUnsellable=false ; boolean
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BuildingUndeploy=false ; boolean

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

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@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Phobos \n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2025-04-24 21:08+0800\n"
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"POT-Creation-Date: 2025-05-29 22:49+0800\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <[email protected]>\n"
@@ -262,22 +262,21 @@ msgid ""
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"You can now have the briefing dialog screen show up on singleplayer "
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"campaign mission startup by setting `ShowBriefing` to true in map file's "
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"`[Basic]` section, or in the map file's section in `missionmd.ini` "
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"(latter takes precedence over former if available). This can be disabled "
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"by user by setting `ShowBriefing` to false in `RA2MD.INI`."
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"(former takes precedence if available). This can be disabled by user by "
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"setting `ShowBriefing` to false in `RA2MD.INI`."
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msgstr ""
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"现在你可以通过在地图文件的 `[Basic]` 小节或 `missionmd.ini`(后者优先于前者)中设置 `ShowBriefing` 为 "
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"现在你可以通过在地图文件的 `[Basic]` 小节或 `missionmd.ini`(前者优先)中设置 `ShowBriefing` 为 "
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"true 来使简报对话框在单人战役地图启动时显示。用户可以通过在 `RA2MD.INI` 中设置 `ShowBriefing` 为 false "
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"来禁用这一功能。"
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#: ../../AI-Scripting-and-Mapping.md:82
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msgid ""
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"`BriefingTheme` (In order of precedence from highest to lowest: "
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"`missionmd.ini`, map file, side entry in `rulesmd.ini`) can be used to "
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"define a custom theme to play on this briefing screen. If not set, the "
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"loading screen theme will keep playing until the scenario starts "
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"properly."
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"`BriefingTheme` (In order of precedence from highest to lowest: map file,"
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" `missionmd.ini`, side entry in `rulesmd.ini`) can be used to define a "
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"custom theme to play on this briefing screen. If not set, the loading "
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"screen theme will keep playing until the scenario starts properly."
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msgstr ""
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"`BriefingTheme`(按优先级从高到低的顺序为:`missionmd.ini`、地图文件、`rulesmd.ini` "
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"`BriefingTheme`(按优先级从高到低的顺序为:地图文件、`missionmd.ini`、`rulesmd.ini` "
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"中的阵营条目)可以用来定义在简报界面播放的自定义主题。若未设置则载入图主题会一直播放直至游戏场景实际开始。"
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#: ../../AI-Scripting-and-Mapping.md:83
@@ -2395,20 +2394,6 @@ msgstr "`605`:检查进入单元格的科技类型是否出现在选定的 `AI
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msgid "`HouseIndex` can be customized to focus in a specified house."
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msgstr "`HouseIndex` 可以自定义为指定所属方。"
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#: ../../AI-Scripting-and-Mapping.md:787
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msgid ""
2400-
"[Events]\n"
2401-
"...\n"
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"ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...\n"
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"ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...\n"
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"...\n"
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msgstr ""
2406-
"[Events]\n"
2407-
"...\n"
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"ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...\n"
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"ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...\n"
2410-
"...\n"
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#: ../../AI-Scripting-and-Mapping.md:768
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msgid "This value is ignored (any house is valid)"
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msgstr "该值将被忽略(任何所属方均有效)"
@@ -2417,3 +2402,16 @@ msgstr "该值将被忽略(任何所属方均有效)"
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msgid "Pick the owner of the map trigger"
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msgstr "选择地图触发的所有者"
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#~ msgid ""
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#~ "[Events]\n"
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#~ "...\n"
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#~ "ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...\n"
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#~ "ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...\n"
2410+
#~ "...\n"
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#~ msgstr ""
2412+
#~ "[Events]\n"
2413+
#~ "...\n"
2414+
#~ "ID=EventCount,...,604,2,[HouseIndex],[TechnoType],...\n"
2415+
#~ "ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...\n"
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#~ "...\n"
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