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CREDITS.md

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@@ -383,6 +383,7 @@ This page lists all the individual contributions to the project by their author.
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- If `BombDisarm=yes` is not present for all weapon warheads, then the engineer will no longer use the appropriate mouse action
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- Fix an unusual use of DeployFireWeapon for InfantryType
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- Fix the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target
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- Units can customize the attack voice that plays when using more weapons
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- **NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
@@ -545,6 +546,7 @@ This page lists all the individual contributions to the project by their author.
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- Allow faking digital display for `InfoType=Health` at disguise
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- Display banner improvement and doc
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- Damage multiplier for health percentage
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- Linked superweapons tweak
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- **NaotoYuuki** - Vertical & meteor trajectory projectile prototypes
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- **handama** - AI script action to `16005 Jump Back To Previous Script`
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- **TaranDahl (航味麻酱)**:

Phobos.vcxproj

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<ClCompile Include="src\Misc\Hooks.LaserDraw.cpp" />
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<ClCompile Include="src\Misc\Hooks.Timers.cpp" />
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<ClCompile Include="src\Misc\Hooks.INIInheritance.cpp" />
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<ClCompile Include="src\Misc\Hooks.SkirmishColors.cpp" />
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<ClCompile Include="src\Misc\Hooks.Overlay.cpp" />
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<ClCompile Include="src\Misc\Hooks.Message.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\TypeConvertGroup.cpp" />

docs/Fixed-or-Improved-Logics.md

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### FlakScatter distance customization
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- By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by random distance (in cells) from 0 to `[CombatDamage] -> BallisticScatter`. This distance range can now be customized by setting `BallisticScatter.Min` & `BallisticScatter.Max` on the projectile. If not set, the default values are used.
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- By default `FlakScatter=true` makes `Inviso=true` projectiles scatter within a distance range calculated as `[Minimum * 2, Maximum * 2]` in cells, where the Minimum is 0 and Maximum is `[CombatDamage] -> BallisticScatter`, resulting in a range of `0` to `2 * BallisticScatter` cells. This behavior can now be customized using `BallisticScatter.Min` to set the Minimum value and `BallisticScatter.Max` to set the Maximum value. If not set, the default values are used. When estimating the actual scatter range, remember that the original `*2` multiplier mechanism still applies.
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In `rulesmd.ini`:
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```ini

docs/New-or-Enhanced-Logics.md

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MultiWeapon.SelectCount=2 ; integer
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```
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### Multi VoiceAttack
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- Units can customize the attack voice that plays when using more weapons.
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- If you need to assign an attack-voice to `Weapon1`, simply set `VoiceWeapon1Attack`. The same applies to other weapons.
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- `VoiceEliteWeaponNAttack` can also be used to specify attack voices for `EliteWeaponN`. The default is `VoiceWeaponNAttack`.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType
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VoiceWeaponNAttack= ; Sound entry
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VoiceEliteWeaponNAttack= ; Sound entry
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```
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### No Manual Move
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- You can now specify whether a TechnoType is unable to receive move command.
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- Set this to `true` on a building with `UndeploysInto` set could prevent it from undeploying when setting the rally point.
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- Set this to `true` on a building with `UndeploysInto` set could prevent it from undeploying when setting the rally point.
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In `rulesmd.ini`:
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```ini
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DamageOwnerMultiplier.NotAffectsEnemies= ; floating point value, default to [CombatDamage] -> DamageOwnerMultiplier
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DamageAlliesMultiplier.NotAffectsEnemies= ; floating point value, default to [CombatDamage] -> DamageAlliesMultiplier
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[SOMEWARHEAD] ; WarheadType
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DamageOwnerMultiplier= ; floating point value, default to [CombatDamage] -> DamageOwnerMultiplier or [CombatDamage] -> DamageOwnerMultiplier.NotAffectsEnemies, depending on AffectsEnemies
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DamageAlliesMultiplier= ; floating point value, default to [CombatDamage] -> DamageAlliesMultiplier or [CombatDamage] -> DamageAlliesMultiplier.NotAffectsEnemies, depending on AffectsEnemies
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DamageEnemiesMultiplier= ; floating point value, default to [CombatDamage] -> DamageEnemiesMultiplier
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DamageSourceHealthMultiplier=0.0 ; floating point value
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DamageTargetHealthMultiplier=0.0 ; floating point value
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[SOMEWARHEAD] ; WarheadType
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DamageOwnerMultiplier= ; floating point value, default to [CombatDamage] -> DamageOwnerMultiplier or [CombatDamage] -> DamageOwnerMultiplier.NotAffectsEnemies, depending on AffectsEnemies
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DamageAlliesMultiplier= ; floating point value, default to [CombatDamage] -> DamageAlliesMultiplier or [CombatDamage] -> DamageAlliesMultiplier.NotAffectsEnemies, depending on AffectsEnemies
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DamageEnemiesMultiplier= ; floating point value, default to [CombatDamage] -> DamageEnemiesMultiplier
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DamageSourceHealthMultiplier=0.0 ; floating point value
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DamageTargetHealthMultiplier=0.0 ; floating point value
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```
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```{note}

docs/Whats-New.md

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- `Vertical=true` projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set `Vertical.AircraftFix=false` on the projectile.
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- Weapons with `Airstrike=true` on Warhead will now check target eligibility for airstrikes regardless of weapon slot. Use `AirstrikeTargets=all` on `Primary` airstrike weapon Warhead to restore previous behaviour.
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- `PowersUpNAnim` is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting `PowerUpXDamagedAnim` explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.
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- `PowerUpNAnim` is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting `PowerUpNDamagedAnim` explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add. `PowersUpToLevel=-1` upgrades still do not work correctly `PowerUpNAnim` and such buildings should forgo using explicit upgrade animations.
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- `[CrateRules] -> FreeMCV` now controls whether or not player is forced to receive unit from `[General] -> BaseUnit` from goodie crate if they own no buildings or any existing `[General] -> BaseUnit` vehicles and own more than `[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) credits.
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- Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`.
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- Iron Curtain status is now preserved by default when converting between TechnoTypes via `DeploysInto` / `UndeploysInto`. This behavior can be turned off per-TechnoType and global basis using `[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no`.
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- [Use `InsigniaType` to set the properties of insignia in a batch](Miscellanous.md#insignia-type) (by Ollerus)
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- [Tiberium eater logic](New-or-Enhanced-Logics.md#tiberium-eater) (by NetsuNegi)
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- [Customize the damage taken when falling from a bridge](Fixed-or-Improved-Logics.md#customize-bridge-falling-down-damage) (by FlyStar)
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- Dehardcoded 255 limit of `OverlayType` (by secsome, ZivDero)
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- Dehardcoded 255 limit of `OverlayType` (by secsome & ZivDero)
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- [Customizable airstrike flare colors](Fixed-or-Improved-Logics.md#airstrike-flare-customizations) (by Starkku)
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- Allowed player's self-healing effects to be benefited by allied or `PlayerControl=true` houses (by Ollerus)
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- [Exclusive SuperWeapon Sidebar](User-Interface.md#superweapon-sidebar) (by NetsuNegi & CrimRecya)
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- [Damaged aircraft image changes](New-or-Enhanced-Logics.md#damaged-aircraft-image-changes) (by Fryone)
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- [Additional attached animation position customizations](Fixed-or-Improved-Logics.md#attached-animation-position-customization) (by Starkku)
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- Use `SkipCrushSlowdown=true` to avoid the bug related to `Accelerates=true` and `MovementZone=CrushAll` (by TaranDahl)
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- Units can customize the attack voice that plays when using more weapons (by FlyStar)
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- Customize squid gripple animation (by NetsuNegi)
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Vanilla fixes:

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