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Bug #64 » 0028-Document-building-sound-tags.patch

main, S3_2 - Marko Lindqvist, 01/07/2024 11:13 AM

View differences:

data/alien/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/civ1/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/civ2/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/civ2civ3/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/classic/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/goldkeep/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/granularity/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/multiplayer/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/ruledit/comments-3.3.txt
; build_cost = production shields required to build\n\
; upkeep = monetary upkeep value\n\
; sabotage = percent chance of diplomat sabotage being successful\n\
; sound = tag of the sound to play when building finished\n\
; sound_alt = alternate sound tag\n\
; sound_alt2 = second alternative sound tag\n\
; flags = special flag strings\n\
;\n\
; ** Building flags **\n\
data/sandbox/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/stub/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
data/webperimental/buildings.ruleset
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
; flags = special flag strings
;
; ** Building flags **
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