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SelfHealing: Difference between revisions
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Determines whether the object will automatically heal itself. The effect is applied each time {{f|RepairRate|link}} minutes has passed, and is hardcoded to restore 1 health point each time. Only works while the object's health is at {{f|ConditionYellow|link}} or below (by default 50%). | Determines whether the object will automatically heal itself. The effect is applied each time {{f|RepairRate|link}} minutes has passed, and is hardcoded to restore 1 health point each time. Only works while the object's health is at {{f|ConditionYellow|link}} or below (by default 50%). | ||
== In {{ra2}} and {{yr}} == | == In {{ra2}} and {{yr}} == | ||
The healed damage no longer caps at {{f|ConditionYellow|link}}, allowing objects to heal to full health. | The healed damage no longer caps at {{f|ConditionYellow|link}}, allowing objects to heal to full health. | ||
{{Bugs}} | |||
*Building damage images will not disappear even if the building's HP is 50% or more than 50%.<br>This glitch disappears when the building is damaged again or engineering directly repairs it. |
Latest revision as of 05:24, 3 March 2025
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Flag: | SelfHealing |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | All TechnoTypes; InfantryTypes, VehicleTypes, AircraftTypes, and BuildingTypes |
Determines whether the object will automatically heal itself. The effect is applied each time RepairRate minutes has passed, and is hardcoded to restore 1 health point each time. Only works while the object's health is at ConditionYellow or below (by default 50%).
In Red Alert 2 and Yuri's Revenge
The healed damage no longer caps at ConditionYellow, allowing objects to heal to full health.
Bugs/Side-Effects/Unexpected Limitations
- Building damage images will not disappear even if the building's HP is 50% or more than 50%.
This glitch disappears when the building is damaged again or engineering directly repairs it.