Fix missing RefDecrease in AiForce
Remove unused flag MustTransport
remove Big unused Array units_with_resource[MaxCost][UnitMax] in AiCollectResources
- Remove UnitType parameter "MaxMana"
Use (in Spell.lua)
DefineVariables("Mana", {Max = 255, Value = 84, Increase = 1, Enable = false})
and replace MaxMana = 255 by Mana = {Enable = true} in UnitType definition.
changelog
[+] added
[*] modified
[-] bugfix or some change/remove
[+] Shield points for units as in Starcraft
It's possible to ignore target's shield points if ShieldPiercing flag set on attacker
[+] New animations which depend on current unit's health(or below)
Usage: animation_currentHP (Example Still_50 = {...})
[+] Death types and damage types
It's possible now to make "burning" weapon and add additional Death states to unit's animation (like unit burns)
Also you can define new death sounds depend on attacker's damage type.
You need to define additional death types through DefineExtraDeathTypes(death_type1,death_type2,...)
[+] MaxHarvesters field in unittype definition which can set how many workers can harvest some resource inside building at same time (like gold)
[+] New "spawn-missile" action type in DefineAnimations.
It can spawn some missile on unit's center (Example "spawn-missile missile-explode")
[+] Custom cursor for buttons
Use ButtonCursor field in DefineButton
[+] Description for buttons
Use Description field in DefineButton
[+] Custom sound on button click
Use CommentSound field in DefineButton
[+] New variables in CPreference
ShowMessages : used to show game messages
BigScreen : used to hide ingame panels
[+] SaveCargo boolean in unittype: if set, unit unloads his units inside on death
[+] Revert back SetMouseScrollSpeed
[+] New Color field for CompleteBar in DefinePanelContents
[*] If you set player's resources through SetPlayerData, the game writes information about it into replay log
TO-DO: need to fix cheats.lua in Stratagus games using Players[x].Resources[y] instead of SetPlayerData to prevent replay desync
[*] If need to construct some mine on resource (like oil patch), the game doesn't check surroundings (for AI)
[*] Events now show colour circle on minimap depending on event priority
[*] Increased unit limits
[*] Missile transparency now can vary
[*] The '*' key on additional panel sets game speed to 100
[*] "RegenerationRate" and "Player" variables in Get(Set)UnitVariable
[-] Fixed incorrect building construction (it was impossible to destroy building while it has been constructing)
[-] Fixed compilation in MSVC
[-] There are no magic for new units
[-] Some changes which need only for Doom Wars
[-] Removed game namespace writing in SavePreferences
[-] Fixed a crash if trying to track unit if nothing selected