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Update firestormwall.rst Update chainreactions.rst Update crushdamage.rst Update trivialstructuredamage.rst
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new/buildings/trivialstructuredamage.rst

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@@ -7,7 +7,7 @@ When a house is suffering low power, buildings can be made to degrade just like
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in the earlier games like :game:`Tiberian Dawn` and :game:`Red Alert`. The
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buildings lose health while they are unpowered, defined by an amount and an
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interval, down to a minimum health. The damage is always dealt by
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:tag:`[General]C4Warhead`.
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:tag:`[CombatDamage]C4Warhead`.
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In the earlier games, only buildings consuming power degraded one hitpoint per
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interval until reaching yellow health.

new/crushdamage.rst

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@@ -24,6 +24,6 @@ comes at a customizable cost.
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:tagdef:`[TechnoType]CrushDamage.Warhead=Warhead`
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The warhead used to deal crush damage when this unit is crushed. Defaults to
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:tag:`[General]C4Warhead`.
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:tag:`[CombatDamage]C4Warhead`.
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.. versionadded:: 0.A

new/tiberium/chainreactions.rst

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@@ -43,7 +43,7 @@ Customizable Settings
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:tagdef:`[Tiberium]ExplosionWarhead=warhead`
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The warhead used to deliver the damage of the chain reaction effect, as well
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as the damage of the Tiberium Explosion effect. Defaults to
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:tag:`[General]C4Warhead`.
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:tag:`[CombatDamage]C4Warhead`.
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.. note:: \ :game:`Tiberian Sun`'s :tag:`C4Warhead` was :value:`HE`, which had
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\ :tag:`Spread` set. :game:`Red Alert 2` uses :value:`Super`, which does

restored/firestormwall.rst

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@@ -46,7 +46,7 @@ Global Settings
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:tagdef:`[CombatDamage]FirestormWarhead=Warhead`
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The warhead used by active Firestorm Walls to destroy objects. Cannot be
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:value:`none`. Defaults to :tag:`[General]C4Warhead`.
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:value:`none`. Defaults to :tag:`[CombatDamage]C4Warhead`.
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:tagdef:`[General]DamageToFirestormDamageCoefficient=double - multiplier`
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The multiplier for the damage dealt to active Firestorm Walls to convert

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