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RepairStep: Difference between revisions
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Added Correlation to TiberiumHeal |
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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{{tt|RepairStep}} specifies the number of hitpoints that are recovered: | {{tt|RepairStep}} specifies the number of hitpoints that are recovered: | ||
* Every {{ | * Every {{f|RepairRate|link}} minutes for [[BuildingTypes]] being repaired using a gameplay function (the "wrench" tool). | ||
* Every {{ | * Every {{f|URepairRate|link}} minutes for [[VehicleTypes]] and [[AircraftTypes]] being repaired by a {{tt|BuildingType}} with {{f|UnitRepair|yes|link}}. | ||
* Every {{tt|[[TiberiumHeal#For_.5BGeneral.5D|TiberiumHeal]]}}{{Fnl|1}} minutes for [[VehicleTypes]] and [[AircraftTypes]] with {{tt|[[TiberiumHeal#For_InfantryTypes.2C_VehicleTypes.2C_and_AircraftTypes|TiberiumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. | * Every {{tt|[[TiberiumHeal#For_.5BGeneral.5D|TiberiumHeal]]}}{{Fnl|1}} minutes for [[VehicleTypes]] and [[AircraftTypes]] with {{tt|[[TiberiumHeal#For_InfantryTypes.2C_VehicleTypes.2C_and_AircraftTypes|TiberiumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. | ||
Revision as of 08:30, 27 November 2009
Flag: | RepairStep |
File(s): | Rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | ? |
Applicable to: | General |
RepairStep specifies the number of hitpoints that are recovered:
- Every RepairRate minutes for BuildingTypes being repaired using a gameplay function (the "wrench" tool).
- Every URepairRate minutes for VehicleTypes and AircraftTypes being repaired by a BuildingType with UnitRepair=yes.
- Every TiberiumHeal1 minutes for VehicleTypes and AircraftTypes with TiberiumHeal=yes that are positioned above OverlayTypes with Tiberium=yes.
Footnotes
1 ↑ Note that TiberiumHeal is only parsed in Tiberian Sun and will not have any effect in Red Alert 2.