Armor: Difference between revisions
Updates; Added "For Difficulties" section |
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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==For Difficulties== | ==For Difficulties== | ||
{{Flag | {{Flag | ||
|values={{Values|floats}} | |values={{Values|floats}} | ||
|default=1.0 | |default=1.0 | ||
Line 12: | Line 10: | ||
|fs=yes | |fs=yes | ||
|ets=yes | |ets=yes | ||
| | |ra2obsolete=yes | ||
}} | }} | ||
[[Damage]] dealt to player-owned [[TechnoTypes]] is divided by this value when the game difficulty setting corresponds with the [[Difficulty]] for which this flag is set. | [[Damage]] dealt to player-owned [[TechnoTypes]] is divided by this value when the game difficulty setting corresponds with the [[Difficulty]] for which this flag is set. | ||
==For Houses== | ==For Houses== | ||
{{Flag | {{Flag | ||
|values={{Values|floats}} | |values={{Values|floats}} | ||
|default=1.0 | |default=1.0 | ||
Line 37: | Line 29: | ||
===In Red Alert=== | ===In Red Alert=== | ||
{{ | This is the multiplier to damage taken by {{f|TechnoTypes|link}} belonging to this country. Higher values (i.e. greater than 1.0) result in greater damage dealt per shot against {{f|TechnoTypes|link}} belonging to this country. Lower values (i.e. less than 1.0) result in less damage dealt per shot to {{f|TechnoTypes|link}} belonging to this country. | ||
===In Tiberian Sun=== | ===In Tiberian Sun=== | ||
Line 45: | Line 36: | ||
===Country Armor Modifiers in Red Alert 2=== | ===Country Armor Modifiers in Red Alert 2=== | ||
Though obsolete in {{Ra2}}, several other flags allow for even better control over [[Countries|Country]] armor modifiers: | Though obsolete in {{Ra2}}, several other flags allow for even better control over [[Countries|Country]] armor modifiers: | ||
*{{ | *{{f|ArmorAircraftMult|link}} | ||
*{{ | *{{f|ArmorUnitsMult|link}} | ||
*{{ | *{{f|ArmorInfantryMult|link}} | ||
*{{ | *{{f|ArmorBuildingsMult|link}} | ||
*{{ | *{{f|ArmorDefensesMult|link}} | ||
==For [Powerups]== | ==For [Powerups]== | ||
{{Flag | {{Flag | ||
|values={{co|'''X'''|red}},{{co|'''Y'''|purple}},{{co|'''Z'''|orange}},{{co|'''S'''|teal}} (For an explanation of this flag's parameters, see {{tt|[[Powerups|[Powerups]]]}}) | |values={{co|'''X'''|red}},{{co|'''Y'''|purple}},{{co|'''Z'''|orange}},{{co|'''S'''|teal}} (For an explanation of this flag's parameters, see {{tt|[[Powerups|[Powerups]]]}}) | ||
|default=unknown | |default=unknown | ||
Line 70: | Line 59: | ||
}} | }} | ||
'''Values for {{co|S|teal}} | '''Values for {{co|S|teal}}''' are {{Values|floats}} | ||
If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {{ | If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {{f|CrateRadius|link}} cells from this powerup crate gain upgraded armor if they haven't already. | ||
===In Red Alert=== | ===In Red Alert=== | ||
{{ | {{f|Strength|link}} of units with upgraded armor is multiplied by {{co|'''S'''|teal}}. | ||
===In Tiberian Sun=== | ===In Tiberian Sun=== | ||
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==For TechnoTypes== | ==For TechnoTypes== | ||
{{Flag | {{Flag | ||
| | |values={{Values|strings|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_Values|{{Arr|d}}]]}}}} | ||
| | |||
| | |||
|default=none | |default=none | ||
|types={{ | |types={{CatAllTypes}} | ||
|ra=yes | |ra=yes | ||
|cs=yes | |cs=yes | ||
Line 109: | Line 94: | ||
}} | }} | ||
For [[TechnoTypes]], this flag specifies the [[Armor_types|armor class]] of the object. | For [[TechnoTypes]], this flag specifies the [[Armor_types|armor class]] of the object. | ||
===Accepted Values=== | |||
{| align="center" cellpadding="4" class="table_descrow" | |||
!Value | |||
!colspan=3|Game Availability | |||
|- | |||
|<code>none</code> | |||
|[[Image:Game_ra_yes.png]] | |||
|[[Image:Game_ts_yes.png]] | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>flak</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>plate</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>light</code> | |||
|[[Image:Game_ra_yes.png]] | |||
|[[Image:Game_ts_yes.png]] | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>medium</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>heavy</code> | |||
|[[Image:Game_ra_yes.png]] | |||
|[[Image:Game_ts_yes.png]] | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>wood</code> | |||
|[[Image:Game_ra_yes.png]] | |||
|[[Image:Game_ts_yes.png]] | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>steel</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>concrete</code> | |||
|[[Image:Game_ra_yes.png]] | |||
|[[Image:Game_ts_yes.png]] | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>special_1</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|- | |||
|<code>special_2</code> | |||
| | |||
| | |||
|[[Image:Game_ra2_yes.png]] | |||
|} |
Latest revision as of 07:25, 27 November 2009
For Difficulties
Flag: | Armor |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | Difficulty |
Logic related to Armor, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
Damage dealt to player-owned TechnoTypes is divided by this value when the game difficulty setting corresponds with the Difficulty for which this flag is set.
For Houses
Flag: | Armor |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | Houses |
In Red Alert
This is the multiplier to damage taken by TechnoTypes belonging to this country. Higher values (i.e. greater than 1.0) result in greater damage dealt per shot against TechnoTypes belonging to this country. Lower values (i.e. less than 1.0) result in less damage dealt per shot to TechnoTypes belonging to this country.
In Tiberian Sun
Damage dealt to all TechnoTypes owned by this House is divided by this value.
Country Armor Modifiers in Red Alert 2
Though obsolete in Red Alert 2, several other flags allow for even better control over Country armor modifiers:
For [Powerups]
Flag: | Armor |
File(s): | rules(md).ini |
Values: | X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups]) |
Default: | unknown |
Applicable to: | Powerups |
Values for S are Floating point values: Any decimal number (clearer range should be added in Template:Values).
If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within CrateRadius cells from this powerup crate gain upgraded armor if they haven't already.
In Red Alert
Strength of units with upgraded armor is multiplied by S.
In Tiberian Sun
Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.
Fun Fact: The following code is from unmodded Tiberian Sun:
Armor=33,ARMOR,2.0
This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.
In Red Alert 2
Damage dealt to units with upgraded armor is divided by S.
For TechnoTypes
Flag: | Armor |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: hardcoded values↓) |
Default: | none |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
For TechnoTypes, this flag specifies the armor class of the object.
Accepted Values
Value | Game Availability | ||
---|---|---|---|
none
|
|||
flak
|
|||
plate
|
|||
light
|
|||
medium
|
|||
heavy
|
|||
wood
|
|||
steel
|
|||
concrete
|
|||
special_1
|
|||
special_2
|