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Fix docs, change tokenValue to safer var name?
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DESKTOP-C2SG422\Tim committed Jul 14, 2023
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130 changes: 65 additions & 65 deletions megamek/docs/1-Readme/readme.txt
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INTRODUCTION
============
MegaMek is a Java version of BattleTech that you can play with your friends
MegaMek is a Java version of BattleTech that you can play with your friends
over the internet. All rules from Total Warfare are
implemented. Rules from Tactical Operations and Strategic Operations are
constantly in the works, and many of those rules and weapons
are already implemented.

Players can create their own units, maps, and scenarios for use with MegaMek.
MegaMek supports all unit types, from infantry, battlemechs, and vehicles, to
aerospace fighters, dropships, and warships. Ground battles as well as space
aerospace fighters, dropships, and warships. Ground battles as well as space
battles can be played.

If you would like information about how to play the game, see the "PLAYING
THE GAME" section, below. If you're having trouble getting MegaMek started,
THE GAME" section, below. If you're having trouble getting MegaMek started,
see the next section, "RUNNING MEGAMEK".

For complete game rules, consult the Classic BattleTech rule books published
Expand All @@ -24,7 +24,7 @@ Operations, and Strategic Operations.
RUNNING MEGAMEK
===============
Java programs run in their own environment, called a Virtual Machine or VM
for short. These Java VMs are available on most systems from a variety of
for short. These Java VMs are available on most systems from a variety of
sources. Most modern systems have one installed by default.

Windows users: To start MegaMek, run the MegaMek.exe file. If this fails
Expand All @@ -35,8 +35,8 @@ Other graphical OSes: Many other graphical OSes, such as MacOS and OSX, will
allow you to double-click the .jar file to run it. If this does not work,
try running MegaMek from the command line.

Running MegaMek from the command line: To do this using Sun Java, or most
other implementations, navigate to the directory containing the .jar file and
Running MegaMek from the command line: To do this using Sun Java, or most
other implementations, navigate to the directory containing the .jar file and
run:

`java -jar MegaMek.jar`
Expand Down Expand Up @@ -72,7 +72,7 @@ This is the largely legacy Java implementation after Oracle open sourced the cod
http://www.oracle.com/technetwork/java/javase/downloads/index.html

**Mac OSX:**
See this support article on the apple support website for
See this support article on the apple support website for
instructions:
https://support.apple.com/en-us/HT204036.
_Note: For advanced users, it is recommended you install java via
Expand All @@ -95,7 +95,7 @@ MegaMek seems to react badly to this VM - it is not recommended.
CONNECTING
==========
MegaMek is a network game. One player hosts a game and the rest of the
players connect. The connecting players can connect from anywhere with a
players connect. The connecting players can connect from anywhere with a
TCP/IP connection to the host, including the same computer (see hotseat, below.)

To host a game, press the "Host a New Game..." button in the main menu. Fill
Expand All @@ -104,10 +104,10 @@ password for certain server commands (Type /help in the chat line to get a
list of server commands.) If you don't specify a password, anybody is allowed
to reset the server or kick players, so be careful.

Once the lobby screen comes up, other players can connect and the game can
Once the lobby screen comes up, other players can connect and the game can
begin. The other players will need to know the IP address of the host computer.
There are several ways to determine your IP address. If you are on
Windows 9x/ME, you can use the Run command on the start menu and enter
There are several ways to determine your IP address. If you are on
Windows 9x/ME, you can use the Run command on the start menu and enter
`winipcfg`. On Windows 2000/NT/XP/Vista/7/8/10, you will need to open a command
prompt and type `ipconfig`. As a last resort, there are some web pages, such as
www.whatismyip.com that will try to detect your IP address, but if your internet
Expand All @@ -116,7 +116,7 @@ service uses a proxy or firewall, these pages cannot accurately detect it.
To connect to a game, press the connect button on the main menu and fill in your
player name and the host's IP address.

To play in a hotseat fashion, you can run the host and any number of other
To play in a hotseat fashion, you can run the host and any number of other
players on the same computer. First, launch and host a game. Then, launch
another copy of the game for each connecting player, and in the "Server Address"
field of the connect dialog, type `localhost`. Each player will need to switch
Expand All @@ -125,12 +125,12 @@ to his/her copy of the game to play their turn.
To start a dedicated server, use the `-dedicated` command line switch. A
dedicated server just runs the server, in the console, without a "host" player
in the game. People, including yourself, can join it like a game with a host.
The dedicated server reads the password and port options from the
The dedicated server reads the password and port options from the
`clientsettings.xml` file, or uses the default (no password and port 2346.) If you
want the dedicated server to load a saved game, supply the filename after the
`-dedicated` switch, like this: `-dedicated savedgame.sav`. To stop the server,
you will need to tell the Java machine to halt execution, which is `CTRL + C` on
most platforms.
want the dedicated server to load a saved game, supply the filename at the end of
`-dedicated` args, like this: `-dedicated savedgame.sav` or
`-dedicated -port 2346 savedgame.sav`. To stop the server, you will need to tell the
Java machine to halt execution, which is `CTRL + C` on most platforms.


PLAYING THE GAME
Expand Down Expand Up @@ -173,7 +173,7 @@ You need to use the "generated map settings" button to select what kind of terra
you want.

There is a set of settings with drop down list of choices. For most settings, you
can pick "none", "low", "medium" or "high". Except for cities, where you pick a
can pick "none", "low", "medium" or "high". Except for cities, where you pick a
type of city instead.

**Theme** - leave blank for the default theme, or enter a theme supported by your tileset.
Expand All @@ -188,7 +188,7 @@ type of city instead.
**Roughs** - higher settings have more and larger rough patches

**Lakes** - works the same as woods, but deep water instead of heavy woods
Swamps/Pavement/Ice/Rubble/Fortified all work like roughs.
Swamps/Pavement/Ice/Rubble/Fortified all work like roughs.
Fortified hexes are described in the MaxTech rulebook.

**River** - chance to have a river running across the map
Expand All @@ -204,11 +204,11 @@ Fortified hexes are described in the MaxTech rulebook.
**GRID** - vertical and horizontal roads divide the city into rectangular blocks. A pattern
common in newer cities, especially in north america and asia.

**METRO** - a grid with roads forming a diagonal X from the centre as well.
**METRO** - a grid with roads forming a diagonal X from the centre as well.

Water and swamp will affect the city plan, as the builders will have to make bridges to
cross it or just give up and stop the road at the edge.
Mountain tops (4+ height) are expensive to build on, so they will only build in the valleys.
Mountain tops (4+ height) are expensive to build on, so they will only build in the valleys.
Other terrain will just be bulldozed in the name of progress, though you may find a few
hexes left between buildings.

Expand All @@ -232,36 +232,36 @@ the board, showing your unit's path to the target hex. The numbers in the
center represent how many movement points you will have to use to reach each
hex. Cyan indicates walking, yellow running, and red jump movement. Dark grey
sections of the path indicate where you have exceeded your movement capacity,
or other illegal moves. You can drag the mouse to see movement options for
or other illegal moves. You can drag the mouse to see movement options for
several different hexes. Please note that you can change the colors used to
display the movement points by editing `clientsettings.xml`; you may specify a
color in RGB notation (e.g. 255 255 255 for white) or with any of the following
text values: black, blue, cyan, darkgray, gray, green, lightgray, magenta,
text values: black, blue, cyan, darkgray, gray, green, lightgray, magenta,
orange, pink, red, white, or yellow.

Units can also be moved by using "waypoints." By clicking each hex between
the unit's current location and destination, you can delineate the exact path
Units can also be moved by using "waypoints." By clicking each hex between
the unit's current location and destination, you can delineate the exact path
to be taken.

Holding the `Shift` key while clicking on the map allows you to change the
unit's facing without moving. Since you automatically change facing while
unit's facing without moving. Since you automatically change facing while
moving, this is best done at the end of any movement.

To move backwards, click the "Back Up" button before clicking a hex in the arc
behind the unit. To jump, click the "Jump" button before the destination hex.
Facing changes during jumps are free.

Prone units can change facing without getting up at the normal cost. To get up,
Prone units can change facing without getting up at the normal cost. To get up,
click the "Get Up" button, then the desired destination hex and/or facing.
Facing changes performed immediately after getting up are free. To get up and
back up, click "Get Up," then "Back Up," then the destination hex and/or
Facing changes performed immediately after getting up are free. To get up and
back up, click "Get Up," then "Back Up," then the destination hex and/or
facing. You cannot get up and jump in the same turn.

Charging and death from above attacks are also declared during the movement
Charging and death from above attacks are also declared during the movement
phase. Click the "Charge" or "D.F.A." button and then click on the mech you
wish to target. If the attack is valid, it will be sent to the server
wish to target. If the attack is valid, it will be sent to the server
immediately (but resolve during the physical attack phase.) If the program is
not using the path you want for your attack, you may plot a path near the
not using the path you want for your attack, you may plot a path near the
target using the appropriate type of movement and then use the charge or dfa
button to complete the attack.

Expand All @@ -281,13 +281,13 @@ Movement Phase can not move or fire for the rest of the turn. Swarming units
can not move off of their target Mek until they use the Stop Swarm action in
the Weapons Fire Phase.

VTOLs and VTOL BA use the "go up" and "go down" buttons to change
VTOLs and VTOL BA use the "go up" and "go down" buttons to change
elevation (flight level).

Movement around structures (buildings/bridges) is a little more complicated, because
of the different floors a unit can occupy. The "climb mode" button sets your current
preference. "Go thru" means you prefer to go under bridges or through the walls of
buildings, if there is a choice. "Climb up" means you prefer to climb on top of
buildings, if there is a choice. "Climb up" means you prefer to climb on top of
structures when possible. You can change mode multiple times during your movement,
for example a stormcrow prime could use "climb up" to go over a heavy building to save
MP, then change to "go thru" to pass a light building that won't support its weight.
Expand All @@ -310,15 +310,15 @@ showing the results of these rolls will be shown.

### Weapons Fire Phase:

If you need to check the range and line of sight (LoS) between two hexes,
there are two tools available for you to use; the LoS tool and the ruler
If you need to check the range and line of sight (LoS) between two hexes,
there are two tools available for you to use; the LoS tool and the ruler
tool. To use the LoS tool, hold `CTRL` and click on the two hexes you want to
check. The ruler tool works like the LoS tool, but uses the `ALT` key instead
of the `CTRL` key. The ruler tool can also be used by middle-clicking the
two hexes with a three-button mouse. Both tools will pop up a window that
tells you what terrain is intervening and whether one or both hexes has
partial cover. The ruler tool also draws the line of sight on the board
so that you can see which hexes LoS passes through.
partial cover. The ruler tool also draws the line of sight on the board
so that you can see which hexes LoS passes through.

You can switch between 'Mech line of sight and non-'Mech line of sight in the
"LoS Setting" panel, located under the "View" menu at the top of the screen.
Expand All @@ -328,29 +328,29 @@ they are in, whereas infantry and vehicles only take up the elevation level
of their hex.

The buttons at the bottom of the screen allow you to fire your weapons,
switch to another unit, or commit to your currently declared fire. Again,
switch to another unit, or commit to your currently declared fire. Again,
you do not need to declare fire for your first selected unit first.

To target another unit, click on it on the board. Targeting information
for your current weapon should appear in the mech display window. To fire
your current weapon at the target, press the "Fire" button at the bottom of
your current weapon at the target, press the "Fire" button at the bottom of
the screen. To switch to another weapon, click on its name at the top of the
mech display window. Spread your fire among multiple targets by repeating
these steps using unassigned weapons. When all desired weapons have been
mech display window. Spread your fire among multiple targets by repeating
these steps using unassigned weapons. When all desired weapons have been
assigned to a target, press the "Done" button at the bottom of the screen.

Note that fire is resolved in the order that it is declared, so if you feel
that it is a good idea to fire weapons in a different order than they are
Note that fire is resolved in the order that it is declared, so if you feel
that it is a good idea to fire weapons in a different order than they are
listed, go ahead.

Secondary facing changes (torso twists) are accomplished by holding `Shift` and
clicking on the board. Your unit will attempt to change its secondary facing
clicking on the board. Your unit will attempt to change its secondary facing
in the direction specified. If you assign a weapon to a target and then
attempt a facing change, the weapons fire will be canceled.

You can not switch to another unit after declaring some weapons fire. To
You can not switch to another unit after declaring some weapons fire. To
switch to another unit, first cancel all current fire by hitting the `Esc` key.
When you hit the fire button for your last available weapon, all declared
When you hit the fire button for your last available weapon, all declared
fire will be committed.

An Anti-Mek trained infantry platoon or Battle Armor squad that is in the same
Expand Down Expand Up @@ -382,11 +382,11 @@ report.
### Physical Attacks Phase:

To declare a physical attack, select your target on the board and click the
button corresponding to the attack you want to make. If a physical attack
button corresponding to the attack you want to make. If a physical attack
type is unavailable (or isn't programmed yet) the button will be greyed out.

Units ineligible to make physical attacks due to being out of range, having
made weapons attacks, or for any other reason, will be skipped. If all units
made weapons attacks, or for any other reason, will be skipped. If all units
are ineligible, the entire phase will be skipped.

Prone Meks that are in the same hex as a vehicle can punch the vehicle, if
Expand Down Expand Up @@ -472,11 +472,11 @@ multiple mapsheets.
**Theme** - leave blank, or enter a theme supported by the tileset.
grass, lunar, mars, snow are themes supported by the standard tileset.

**Elevation settings:**
**Elevation settings:**

**Amount of elevation** - changes the "roughness" of the map, a low number
will have less elevation changes than a high number
Elevation range: height difference between the lowest and highest hex
Elevation range: height difference between the lowest and highest hex
on the map. Level 0 is set to the most common height.

**Probability of inverting** - % chance to make a sinkhole instead of a mountain.
Expand All @@ -500,7 +500,7 @@ scales up if you have a bigger map.

**Probability for heavy woods/deep water** - % chance to place instead of light.

**River/road settings** - Probability is a % chance to have one on the map. If a road crosses water,
**River/road settings** - Probability is a % chance to have one on the map. If a road crosses water,
you'll get a bridge.

**Crater settings:**
Expand Down Expand Up @@ -532,29 +532,29 @@ modifier changes the "sea level"
**Drought** - water hexes are dried up, to shallower water, swamp or rough. Modifier
changes the severity of the drought.

_**Special effects can be combined** - e.g. flood + drought = rocky shore,
_**Special effects can be combined** - e.g. flood + drought = rocky shore,
flood + frozen + high modifier = glacier_

**City Settings:**

City type is the same as for the basic settings.

**City Blocks (0-) [16 default]** - higher numbers mean more roads on the map.
**City Blocks (0-) [16 default]** - higher numbers mean more roads on the map.
Scales with map size.

**CF min/max (1-150) [10-100 default]** - CF range for generated buildings.
**CF min/max (1-150) [10-100 default]** - CF range for generated buildings.
The CF determines the building type from the table in BMR.

**Floors min/max (1-50) [1-6 default]** - height range for generated buildings
**Density (1-100) [75 default]** - % chance of a building in each hex where a
building is possible. Also chance to try and build multi-hex buildings.

**Density (1-100) [75 default]** - % chance of a building in each hex where a
building is possible. Also chance to try and build multi-hex buildings.

DIFFERENCES BETWEEN THE BOARD GAME AND MEGAMEK
==============================================
Although MegaMek tries to be faithful to the original board game rules, in
some cases, due to technical or design limitations, this is not possible.
These differences are not considered "bugs." If you spot any more
These differences are not considered "bugs." If you spot any more
discrepancies, please contact the author (see "CONTACT" below.)

- If the line of fire lies along the edge of two hexes, in the board game,
Expand Down Expand Up @@ -592,14 +592,14 @@ COPYRIGHT & LICENSE INFORMATION
===============================
MegaMek - Copyright (C) 2002 Ben Mazur ([email protected])

This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.

This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
for more details.

_MechWarrior, BattleMech, ‘Mech and AeroTech are registered trademarks of
Expand Down
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