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DamageDelay: Difference between revisions
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m Dedeezirified completed |
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|hp=yes | |||
|ra2=no | |ra2=no | ||
|yr=no | |yr=no | ||
|ares=yes | |||
|ra2obsolete=yes | |ra2obsolete=yes | ||
}} | }} | ||
Defines the minutes between applying trivial structure damage when low on power. Every building owned by the player that | Defines the minutes between applying trivial structure damage when low on power. Every building owned by the player that has {{f|Power|link}} < {{tt|0}} and health above {{f|ConditionYellow|link}} will receive 1 hitpoint of damage. Damage is delivered by the warhead {{tt|AP}} in {{ra}}, or {{f|C4Warhead|link}} in {{ts}}. | ||
== Notes == | |||
[[Ares]] has restored this logic when version 0.A, refer to [https://ares-developers.github.io/Ares-docs/new/buildings/trivialstructuredamage.html documentation]. |
Latest revision as of 10:37, 25 April 2025
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Flag: | DamageDelay |
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: | General |
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Defines the minutes between applying trivial structure damage when low on power. Every building owned by the player that has Power < 0 and health above ConditionYellow will receive 1 hitpoint of damage. Damage is delivered by the warhead AP in Red Alert, or C4Warhead in Tiberian Sun.
Notes
Ares has restored this logic when version 0.A, refer to documentation.