InitialAmmo: Difference between revisions

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{{Flag
{{Flag
|values={{Values|integers}}
|values={{Values|integers}}
|special=−1 and −2
|special=−1[[#Special values|{{sup|{{arr|d}}}}]]
|default=−1
|default=−1
|types={{CatAllTypes}}
|types={{Categ|Technoes}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}


This flag determines the ammunition supply of a unit, with {{TTL|Ammo}} set, when it is created. An integer value greater than or equal to 0 results in a starting ammo supply of that number plus 1.
This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} other than −1, which is a special case[[#Special values|{{sup|{{arr|d}}}}]], result in a starting ammo supply of that number plus 1.


If {{TTL|InitialAmmo}} is set to a higher value than {{TTL|Ammo}}, then the following happens:
Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If {{f|InitialAmmo}} is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.
#The unit will be constructed with the amount of ammo specified in {{TTL|InitialAmmo}}.
 
#The unit's pip display will only show the amount of ammo specified in {{TTL|Ammo}}, but the pip display will only fully deplete when all of the {{TTL|InitialAmmo}} amount has been used up.
If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the unit will be created with its current ammo equal to {{f|InitialAmmo}}. However, if the unit has {{f|PipScale#Ammo|ammo|link}}, the pip display will innacurately represent an amount equal to {{f|Ammo}} until the unit depletes enough rounds so that its current ammo is no more than {{f|Ammo}}.
#When reloading, the unit will reload to the amount specified in {{TTL|Ammo}}.
 
#The unit will then behave as normal in terms of ammo.
Regardless, a unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}, nor deplete its ammo to an amount less than 0.
==Special Values==
 
* A value of <code>&minus;1</code>, which is the default behavior, results in the unit starting with full ammo.
==Special values==
* A value of <code>&minus;2</code> results in the unit starting with an empty ammo supply.
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
 
{{Bugs}}
*If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.


==See also==
==See also==
* {{TTL|Ammo}}
* {{f|Ammo|link}}
* {{TTL|Reload}}
* {{f|Reload|link}}
* {{TTL|EmptyReload}}
* {{f|EmptyReload|link}}
* {{TTL|ReloadIncrement}}
* {{f|ReloadIncrement|link}}
* {{TTL|PipWrap}}
* {{f|DamageReducesReadiness|link}}
* {{TTL|DamageReducesReadiness}}
* {{f|ReadinessReductionMultiplier|link}}
* {{TTL|ReadinessReductionMultiplier}}
 
 
[[Category:Review for fake conversion and revert if necessary]]