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SelfHealing: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|values={{values|Booleans}} | |||
|default=no | |||
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Determines whether the object will automatically heal itself. The effect is applied each time [[RepairRate]] minutes has passed, and is hardcoded to restore 1 point of damage each time. Only works while the object has less than 50% health. | |||
== In {{ra2}} and {{yr}} == | |||
The healed damage no longer caps at 50%, allowing objects to heal to full health. |
Revision as of 18:24, 23 February 2016
Flag: | SelfHealing |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | InfantryTypes,VehicleTypes, AircraftTypes, 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 point of damage each time. Only works while the object has less than 50% health.
In Red Alert 2 and Yuri's Revenge
The healed damage no longer caps at 50%, allowing objects to heal to full health.