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keyboard: avoid warning for empty mode parameter
[sheet.git]
/
sc.plp
diff --git
a/sc.plp
b/sc.plp
index 5f18477389b53f8cd183e3298e106468102c045b..4dda40dbd64b46e96b1db8396aaf4ede70544456 100644
(file)
--- a/
sc.plp
+++ b/
sc.plp
@@
-407,7
+407,7
@@
sub showrangeint {
<dl>
<dt>cost
<dl>
<dt>cost
- <dd>minerals
+
gas required to create one unit
+ <dd>minerals
and
gas required to create one unit
<dd>includes total expenses if based on existing units
<dt>build
<dd>relative time needed to create at least one unit
<dd>includes total expenses if based on existing units
<dt>build
<dd>relative time needed to create at least one unit
@@
-415,9
+415,8
@@
sub showrangeint {
and <span class="unit-composed">+</span>parent units
<dt>size
<dd><span class="unit unit-supply">T</span>ransports can fit upto
and <span class="unit-composed">+</span>parent units
<dt>size
<dd><span class="unit unit-supply">T</span>ransports can fit upto
- <span class="unit unit-s">8</span>
- non-<span class="unit unit-air">F</span>lying units
- <dd>number of command points taken per unit
+ 8 non-<span class="unit unit-air">F</span>lying cargo units
+ <dd>number of command points taken while alive
<dd><:
if ($scver{major} > 1) {
:>received damage depends on
<dd><:
if ($scver{major} > 1) {
:>received damage depends on
@@
-430,10
+429,11
@@
if ($scver{major} > 1) {
<dd>massive <span class="unit-massive">⚓</span> units
cannot be lifted or slowed and can break force fields<:
} else {
<dd>massive <span class="unit-massive">⚓</span> units
cannot be lifted or slowed and can break force fields<:
} else {
- :><span class="unit unit-o">o</span>rganic/<span class="unit unit-u">m</span>echanic unit
+ :>abilities may hit only <span class="unit unit-o">o</span>rganic
+ or <span class="unit unit-u">m</span>echanic targets
<dd>affected by <span class="unit unit-s">S</span>mall,
<span class="unit unit-m">M</span>edium, or
<dd>affected by <span class="unit unit-s">S</span>mall,
<span class="unit unit-m">M</span>edium, or
- <span class="unit unit-l">L</span>arge
unit
damage<:
+ <span class="unit unit-l">L</span>arge damage<:
} :>
<dt>HP<dd>
total number of hitpoints (including shields)
} :>
<dt>HP<dd>
total number of hitpoints (including shields)
@@
-448,9
+448,8
@@
if ($scver{major} > 1) {
<dd>reduction applies to initial damage, before size penalties
<small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
<dt>attack
<dd>reduction applies to initial damage, before size penalties
<small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
<dt>attack
- <dd>damage given per single hit
- <dd><span class="hurtrel">dps</span> indicates relative amount of damage
- done in 1 second of in-game time
+ <dd>damage per single hit
+ <dd>some weapons fire multiple × times, multiplying armor penalties
<dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
or in a straight line <span class="unit-splash">+</span>.
<dd><:
<dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
or in a straight line <span class="unit-splash">+</span>.
<dd><:
@@
-461,14
+460,21
@@
if ($scver{major} > 1) {
Point Defense Drones<:
} else {
:><span class="unit-l">*</span>explosive damage does only
Point Defense Drones<:
} else {
:><span class="unit-l">*</span>explosive damage does only
- 50% damage to small units, 75% to medium, 100% to large
+ 50% damage to <span class="unit unit-s">S</span>mall units,
+ 75% to <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-l">L</span>arge
<dd><span class="unit-s">~</span>concussive/plasma damage does
<dd><span class="unit-s">~</span>concussive/plasma damage does
- 25% to large, 50% medium, 100% to small units<:
+ 25% to <span class="unit unit-l">L</span>arge,
+ 50% <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-s">S</span>mall units<:
} :>
} :>
+ <dd><span class="hurtrel">dps</span> indicates relative total amount of damage
+ done in 1 second of <:= $scver{major} > 1 ? '<em>Normal</em> in-game time' :
+ 'time on <em>Fast</em> game speed' :>
<dd>targets <span class="hurt-g">▽</span> ground
and/or <span class="hurt-a">△</span> air
<dt>range
<dd>targets <span class="hurt-g">▽</span> ground
and/or <span class="hurt-a">△</span> air
<dt>range
- <dd>maximum
range of weapon (note Sieged Tank also has a minimum range
)
+ <dd>maximum
hex distance a weapon can fire (note Sieged Tank also has a minimum
)
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units
@@
-479,13
+485,13
@@
if ($scver{major} > 1) {
<dd>parentheses () indicate that it needs to be researched first
<dd><span class="magic-perma">passive</span> abilities are always enabled
<dd>hover for description
<dd>parentheses () indicate that it needs to be researched first
<dd><span class="magic-perma">passive</span> abilities are always enabled
<dd>hover for description
- <dd>range is maximum
range requir
ed to activate
- <dd>cost
i
s energy loss percentage on spawn and when fully charged
+ <dd>range is maximum
distance allow
ed to activate
+ <dd>cost
describe
s energy loss percentage on spawn and when fully charged
</dl>
<p>
</dl>
<p>
-When two values are given (1-2),
second value indicates attribute after all
-possible upgrades.
+When two values are given (1-2),
the second value indicates the attribute
+
after all
possible upgrades.
</p>
</div>
</p>
</div>