diff --git a/bugfixes/type2/missilespawnbuildings.rst b/bugfixes/type2/missilespawnbuildings.rst index 123992f0..f69bc3c1 100644 --- a/bugfixes/type2/missilespawnbuildings.rst +++ b/bugfixes/type2/missilespawnbuildings.rst @@ -5,9 +5,9 @@ ======================================= Buildings were able to use :tag:`Spawns` logic only as long as the spawned -:type:`AircraftType` had :tag:`MissileSpawn=no` set, thus could only spawn +:type:`AircraftType` was not listed in :tag:`V3RocketType` or :tag:`DMislType` or :tag:`CMislType`, thus could only spawn aircraft like the Destroyer and the Aircraft Carrier. If a building were to spawn a missile, the game would crash. :game:`Ares` fixed the missile handling -and thus :tag:`MissileSpawn=yes` no longer crashes the game. +and thus it no longer crashes the game. .. versionadded:: 1.0 diff --git a/extras/MouseCursors.txt b/extras/MouseCursors.txt index 2dd33387..6fa4b807 100644 --- a/extras/MouseCursors.txt +++ b/extras/MouseCursors.txt @@ -29,8 +29,8 @@ NoDeploy=119,1,0,-1,-1,Center,Middle Sell=129,10,4,-1,-1,Center,Middle SellUnit=139,10,4,-1,-1,Center,Middle NoSell=149,1,0,-1,-1,Center,Middle -Repair=150,20,4,-1,-1,Center,Middle -EngineerRepair=170,20,4,-1,-1,Center,Middle +EngineerRepair=150,20,4,-1,-1,Center,Middle +Repair=170,20,4,-1,-1,Center,Middle NoRepair=190,1,0,-1,-1,Center,Middle Disguise=199,5,0,-1,-1,Center,Middle IvanBomb=204,5,4,-1,-1,Center,Middle @@ -75,5 +75,5 @@ NoTogglePower=384,1,0,-1,-1,Center,Middle InfantryHeal=355,1,0,-1,-1,Center,Middle UnitRepair=150,20,4,-1,-1,Center,Middle TakeVehicle=89,10,4,100,10,Center,Middle -Sabotage=89,10,4,100,10,Center,Middle +Sabotage=309,10,4,309,10,Center,Middle RepairTrench=150,20,4,-1,-1,Center,Middle diff --git a/new/buildings/prismforwarding.rst b/new/buildings/prismforwarding.rst index 4b3b7bdf..c61d9662 100644 --- a/new/buildings/prismforwarding.rst +++ b/new/buildings/prismforwarding.rst @@ -224,7 +224,7 @@ provided example at the end of the following flag list instead. :tag:`LaserInnerColor`, :tag:`LaserOuterColor`, :tag:`LaserOuterSpread` and :tag:`LaserThickness`) are also respected. If no support weapon is specified then the traditional support laser will be drawn (:tag:`IsLaser=yes`, - :tag:`LaserDuration=[General]PrismSupportDuration`, :tag:`IsHouseColor=yes`, + :tag:`LaserDuration=`:tag:`[General]PrismSupportDuration`, :tag:`IsHouseColor=yes`, :tag:`LaserThickness=3`). :tagdef:`[PrismForwarding.SupportWeapon]IsElectricBolt=boolean` Specifies whether or not an electric bolt should be drawn when supporting diff --git a/new/buildings/trivialstructuredamage.rst b/new/buildings/trivialstructuredamage.rst index d5be9647..b2b4ea3b 100644 --- a/new/buildings/trivialstructuredamage.rst +++ b/new/buildings/trivialstructuredamage.rst @@ -7,7 +7,7 @@ When a house is suffering low power, buildings can be made to degrade just like in the earlier games like :game:`Tiberian Dawn` and :game:`Red Alert`. The buildings lose health while they are unpowered, defined by an amount and an interval, down to a minimum health. The damage is always dealt by -:tag:`[General]C4Warhead`. +:tag:`[CombatDamage]C4Warhead`. In the earlier games, only buildings consuming power degraded one hitpoint per interval until reaching yellow health. diff --git a/new/crashableaircraft.rst b/new/crashableaircraft.rst index ffd54bc9..b58cddb0 100644 --- a/new/crashableaircraft.rst +++ b/new/crashableaircraft.rst @@ -24,14 +24,14 @@ adds support for :tag:`Crashable=no` and aircraft. Spinning -------- -Aircraft that is going to crash starts to spin uncontrollably. For larger planes -this can look silly and :game:`Ares` adds an option for this to turn it off. +Units that have :tag:`Locomotor=Jumpjet` and are going to crash start to spin uncontrollably. +For larger planes this can look silly and :game:`Ares` adds an option for this to turn it off. -:tagdef:`[AircraftType]CrashSpin=boolean` - Whether the aircraft should spin when crashing, opposed to gliding down to the +:tagdef:`[TechnoType]CrashSpin=boolean` + Whether the unit should spin when crashing, opposed to gliding down to the ground. Defaults to :value:`yes`. - .. note:: This setting only works for aircraft. :tag:`JumpJet=yes` - \ :type:`VehicleType`\ s do not support it. + .. note:: This setting only works for units with :tag:`Locomotor=Fly`. + \ Units using :tag:`Locomotor=Jumpjet` do not support it. .. versionadded:: 0.6 diff --git a/new/crushdamage.rst b/new/crushdamage.rst index 4fd07037..ecff3bcf 100644 --- a/new/crushdamage.rst +++ b/new/crushdamage.rst @@ -24,6 +24,6 @@ comes at a customizable cost. :tagdef:`[TechnoType]CrushDamage.Warhead=Warhead` The warhead used to deal crush damage when this unit is crushed. Defaults to - :tag:`[General]C4Warhead`. + :tag:`[CombatDamage]C4Warhead`. .. versionadded:: 0.A diff --git a/new/deploydir.rst b/new/deploydir.rst index 672fb2d1..d2b81997 100644 --- a/new/deploydir.rst +++ b/new/deploydir.rst @@ -14,6 +14,6 @@ having a :tag:`DeployingAnim` do not turn needlessly. :tagdef:`[TechnoType]DeployDir=integer - facing` The direction a unit will face when deploying. Valid values range from :value:`0` for north to :value:`7` for north west. Defaults to - :tag:`[General]DeployDir`. + :tag:`[AudioVisual]DeployDir`. .. versionadded:: 2.0 diff --git a/new/prerequisites.rst b/new/prerequisites.rst index 5300dff9..d6d04681 100644 --- a/new/prerequisites.rst +++ b/new/prerequisites.rst @@ -172,7 +172,7 @@ For example: [TechnoType] ... - Prerequisites=NAVALYARD + Prerequisite=NAVALYARD ... diff --git a/new/saboteur.rst b/new/saboteur.rst index 63a9df58..3f9fe233 100644 --- a/new/saboteur.rst +++ b/new/saboteur.rst @@ -29,7 +29,7 @@ customizable :doc:`Mouse Cursor `. :tag:`TechLevel=-1` :tag:`CanBeOccupied=yes` buildings, to :value:`no` otherwise. - .. note: By default, unbuildable occupiable structures cannot be sabotaged. + .. note:: By default, unbuildable occupiable structures cannot be sabotaged. This prevents saboteurs from blowing up civilian structures when selected in a group with occupiers. This default value might change in the future. diff --git a/new/sidescountries/uiside.rst b/new/sidescountries/uiside.rst index 93cb2546..465b18e9 100644 --- a/new/sidescountries/uiside.rst +++ b/new/sidescountries/uiside.rst @@ -12,8 +12,24 @@ Sidebar The MIX file number to use for the sidebar (e.g. :value:`1` for the Allied sidec01.mix, :value:`2` for the Soviet sidec02.mix). :tagdef:`[Side]Sidebar.YuriFileNames=boolean` - Whether or not to use the Yuri sidebar file names (sidec02md.mix and the - Yuri-specific files within that MIX). + Whether or not to use the Yuri sidebar file names (file naming rule similar to the original Yuri's :file:`sidec02md.mix`). + +.. note:: This feature primarily serves independent palettes. You could also place :file:`radary.shp` directly into :file:`sidec0#.mix` without creating an additional :file:`sidec0#md.mix`. + +File Name Comparison Table +````````````````````````````` + .. table:: + + ================================ ================================================================== ================================================ + File Purpose Original Naming Rule Yuri-style Naming Rule + ================================ ================================================================== ================================================ + :value:`Radar Animation` :file:`radar.shp` :file:`radar`:value:`y`:file:`.shp` + :value:`Radar Palette` :file:`sidebar.pal` (Many other files also share this palette) :value:`radaryuri.pal` + :value:`Background - Large` :file:`bkgdlg.shp` :file:`bkgdlg`:value:`y`:file:`.shp` + :value:`Background - Medium` :file:`bkgdmd.shp` :file:`bkgdmd`:value:`y`:file:`.shp` + :value:`Background - Small` :file:`bkgdsm.shp` :file:`bkgdsm`:value:`y`:file:`.shp` + :value:`Background Palette` :file:`uibkgd.pal` :file:`uibkgd`:value:`y`:file:`.pal` + ================================ ================================================================== ================================================ .. versionadded:: 0.1 diff --git a/new/superweapons/types/empulse.rst b/new/superweapons/types/empulse.rst index 1b677fdb..feb0c5a6 100644 --- a/new/superweapons/types/empulse.rst +++ b/new/superweapons/types/empulse.rst @@ -42,7 +42,7 @@ EMPulse specific tags: :tagdef:`[SuperWeapon]EMPulse.Cannons=list of BuildingType` The building types considered to check the range and to fire. If the list is - empty, all buildings with :tag:`EMPulseCannon=yes` are considered. All + empty, all buildings to which the super weapon is attached are considered. All buildings are required to have a primary weapon. Defaults to :value:`none`. :tagdef:`[SuperWeapon]EMPulse.TargetSelf=boolean` diff --git a/new/superweapons/types/lightningstorm.rst b/new/superweapons/types/lightningstorm.rst index 8dac72c3..66f29425 100644 --- a/new/superweapons/types/lightningstorm.rst +++ b/new/superweapons/types/lightningstorm.rst @@ -33,7 +33,7 @@ Lightning Storm specific tags: indefinite duration. Defaults to :tag:`[General]LightningStormDuration`. :tagdef:`[SuperWeapon]Lightning.RadarOutage=integer - frames` The number of frames radars are jammed for players defined by - :tag:`SW.AffectsHouse`. Defaults to :tag:`[General]LightningStormDuration`. + :tag:`Lightning.RadarOutageAffects`. Defaults to :tag:`[General]LightningStormDuration`. :tagdef:`[SuperWeapon]Lightning.RadarOutageAffects=enumeration` Specifies the houses affected by radar outage. Defaults to :value:`enemies`. :tagdef:`[SuperWeapon]Lightning.HitDelay=integer - frames` diff --git a/new/superweapons/types/multimissile.rst b/new/superweapons/types/multimissile.rst index edc5f586..a8dc8e16 100644 --- a/new/superweapons/types/multimissile.rst +++ b/new/superweapons/types/multimissile.rst @@ -48,7 +48,7 @@ Other changes: Use :tag:`WeaponType` to control the properties of the upward flying animation (especially its :tag:`Projectile`). :game:`Ares` respects the :tag:`WeaponType` for every nuke, it will not use the :tag:`WeaponType` of the first superweapon -with :tag:`Type=Nuke` like :game:`Yuri's Revenge` did. Also mind to set +with :tag:`Type=MultiMissile` like :game:`Yuri's Revenge` did. Also mind to set :tag:`NukeMaker=yes` on the :tag:`WeaponType`, otherwise the nuke will not come down again. diff --git a/new/tiberium/chainreactions.rst b/new/tiberium/chainreactions.rst index 73500025..85b2de16 100644 --- a/new/tiberium/chainreactions.rst +++ b/new/tiberium/chainreactions.rst @@ -43,7 +43,7 @@ Customizable Settings :tagdef:`[Tiberium]ExplosionWarhead=warhead` The warhead used to deliver the damage of the chain reaction effect, as well as the damage of the Tiberium Explosion effect. Defaults to - :tag:`[General]C4Warhead`. + :tag:`[CombatDamage]C4Warhead`. .. note:: \ :game:`Tiberian Sun`'s :tag:`C4Warhead` was :value:`HE`, which had \ :tag:`Spread` set. :game:`Red Alert 2` uses :value:`Super`, which does diff --git a/new/weapons/electricbolts.rst b/new/weapons/electricbolts.rst index 197d7f2a..194d9f3f 100644 --- a/new/weapons/electricbolts.rst +++ b/new/weapons/electricbolts.rst @@ -8,7 +8,7 @@ Bolt Coloring The default colors for electric bolts are taken from the theater palette. The third is always the color at index 15, while both others use the color at index -10 (or 5, if :tagdef:`IsAlternateColor=yes`). +10 (or 5, if :tag:`[Weapon]IsAlternateColor=yes`). :tagdef:`[Weapon]Bolt.Color1=R,G,B` diff --git a/restored/firestormwall.rst b/restored/firestormwall.rst index 3ddbe49f..e8f63b39 100644 --- a/restored/firestormwall.rst +++ b/restored/firestormwall.rst @@ -46,7 +46,7 @@ Global Settings :tagdef:`[CombatDamage]FirestormWarhead=Warhead` The warhead used by active Firestorm Walls to destroy objects. Cannot be - :value:`none`. Defaults to :tag:`[General]C4Warhead`. + :value:`none`. Defaults to :tag:`[CombatDamage]C4Warhead`. :tagdef:`[General]DamageToFirestormDamageCoefficient=double - multiplier` The multiplier for the damage dealt to active Firestorm Walls to convert