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Difference between revisions of "RepairPercent"
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m (For some reason I never actually removed the text from DZ's guide and it was just floating at the bottom of the page.) |
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− | {{ | + | {{Flag |
− | + | |values={{Values|percent}} | |
+ | |default=25% | ||
+ | |types={{Categ|General}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | This flag controls how much it costs to repair [[VehicleTypes]] docked with a [[BuildingType]] with {{f|UnitRepair|yes|link}} set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool). | ||
+ | |||
+ | The cost to recover {{f|RepairStep|link}} hitpoints every {{f|RepairRate|link}} minutes can be calculated by the following formula{{fnl|1}}: | ||
+ | |||
+ | <pre>"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )</pre> | ||
+ | |||
+ | If the result is a [[Help:Values#Floating_Point_Values|floating point value]], all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1. | ||
+ | |||
+ | |||
+ | ==Notes== | ||
+ | {{fn|1|The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{equal}} 2, not 2.5.}} | ||
+ | |||
+ | ==References== | ||
+ | * {{SourceCode|http://dc.strategy-x.com/src2/TechnoTypeClass/GetRepairStepCost.cpp}} |
Latest revision as of 03:14, 29 November 2009
Flag: | RepairPercent |
File(s): | rules(md).ini |
Values: | Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5"). |
Default: | 25% |
Applicable to: | General |
This flag controls how much it costs to repair VehicleTypes docked with a BuildingType with UnitRepair=yes set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).
The cost to recover RepairStep hitpoints every RepairRate minutes can be calculated by the following formula1:
"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )
If the result is a floating point value, all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1.
Notes
1 ↑ The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.
References
- Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoTypeClass/GetRepairStepCost.cpp.