ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
ChargedAnimTime
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| Flag: | ChargedAnimTime |
| File(s): | rules(md).ini |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: in minutes) |
| Default: | 0 |
| Applicable to: | BuildingTypes |
When a building acquires a super weapon via SuperWeapon= and the remaining charge time of this super weapon reaches the time specified here, the building will start playing animation specified by SuperAnimTwo= from the SuperAnim sequence.
After playing finishes, it will enter the SuperAnimThree state to wait for the super weapon to actually launch.
Notes
This will only check the super weapon granted by SuperWeapon=.
- Ares 0.9 changed the rules, allowing that when SuperWeapon= cannot obtain a valid super weapon, it checks the super weapon specified in SuperWeapon2=; if that is also invalid, it checks the first super weapon in the SuperWeapons= list, in order to obtain the super weapon timer for ChargedAnimTime and SuperAnim calculation.
- Super weapons granted through upgrades still cannot trigger SuperAnim.
Bugs/Side-Effects/Unexpected Limitations
This only specifies the time to trigger SuperAnimTwo in advance, and this timer does not actually check whether the super weapon exists.
- Therefore, even if the super weapon is lost due to reasons such as losing an AuxBuilding, when the timer expires, it will still trigger the animation specified by SuperAnimTwo.
- If because of such reasons there is no super weapon from the start, then the building will directly enter the SuperAnimThree phase immediately after finishing buildup.
- Only by letting the house regain that super weapon can the timer be reset.