ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Armor: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Vinifera7 (talk | contribs)
Updated with CORRECT information
Vinifera7 (talk | contribs)
Added "For Houses" section; various other small changes
Line 1: Line 1:
==For TechnoTypes==
==For Houses==
{{Flag
{{Flag
|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values={{Values|strings|hardcoded values that vary by game}}
|values={{Values|floats}}
|special=see below
|default=1.0
|default=none
|types={{Categ|Houses}}
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
|ra=yes
|ra=yes
|cs=yes
|cs=yes
Line 13: Line 12:
|fs=yes
|fs=yes
|ets=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}
For [[TechnoTypes]], this flag specifies the [[Armor_types|armor class]] of the object.  
 
===In Red Alert===
{{NeedTesting}}
The {{TTL|Strength}} of all [[TechnoTypes]] owned by this [[Houses|House]] is multiplied by this value.
 
===In Tiberian Sun===
Damage dealt to all TechnoTypes owned by this House is divided by this value.
 
===Country Armor Modifiers in Red Alert 2===
Though obsolete in {{Ra2}}, several other flags allow for even better control over [[Countries|Country]] armor modifiers:
*{{TTL|ArmorAircraftMult}}
*{{TTL|ArmorUnitsMult}}
*{{TTL|ArmorInfantryMult}}
*{{TTL|ArmorBuildingsMult}}
*{{TTL|ArmorDefensesMult}}
 


==For [Powerups]==
==For [Powerups]==
Line 42: Line 53:


===In Red Alert===
===In Red Alert===
{{TTL|Verses}} values of [[Warheads]] that are damaging units with upgraded armor are multiplied by {{co|'''S'''|teal}}.
{{NeedTesting}}
{{TTL|Strength}} of units with upgraded armor is multiplied by {{co|'''S'''|teal}}.


===In Tiberian Sun===
===In Tiberian Sun===
This powerup functions as it does it Red Alert.
Damage dealt to units with upgraded armor is ''multiplied'' by {{co|'''S'''|teal}}. Upgraded units also get an alternate selection box if {{co|'''S'''|teal}} is between 0.0 and 1.0.


'''Fun Fact:''' The following code is from unmodded {{Ts}}:
'''Fun Fact:''' The following code is from unmodded {{Ts}}:
<pre>Armor=33,ARMOR,2.0</pre>
<pre>Armor=33,ARMOR,2.0</pre>
This means that upgraded armor is actually detrimental, as it causes {{tt|Warheads}} to be twice effective against the supposedly "upgraded" units.
This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.


===In Red Alert 2===
===In Red Alert 2===
Damage dealt to units with upgraded armor is divided by {{co|'''S'''|teal}}.
Damage dealt to units with upgraded armor is divided by {{co|'''S'''|teal}}.


__NOTOC__
 
 
==For TechnoTypes==
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{Values|strings|hardcoded values that vary by game}}
|special=see below
|default=none
|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
}}
For [[TechnoTypes]], this flag specifies the [[Armor_types|armor class]] of the object.

Revision as of 07:37, 13 April 2008

For Houses

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Armor
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: Houses


In Red Alert

Template:NeedTesting The Template:TTL of all TechnoTypes owned by this House is multiplied by this value.

In Tiberian Sun

Damage dealt to all TechnoTypes owned by this House is divided by this value.

Country Armor Modifiers in Red Alert 2

Though obsolete in Red Alert 2, several other flags allow for even better control over Country armor modifiers:


For [Powerups]

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Armor
File(s): Rules(md).ini
Values: X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups])
Default: unknown
Applicable to: Powerups


Values for S: Floating point values: Any decimal number (clearer range should be added in Template:Values).

.

If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within Template:TTL cells from this powerup crate gain upgraded armor if they haven't already.

In Red Alert

Template:NeedTesting Template:TTL of units with upgraded armor is multiplied by S.

In Tiberian Sun

Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.

Fun Fact: The following code is from unmodded Tiberian Sun:

Armor=33,ARMOR,2.0

This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.

In Red Alert 2

Damage dealt to units with upgraded armor is divided by S.


For TechnoTypes

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Armor
File(s): Rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values that vary by game)
Special Values: see below
Default: none
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


For TechnoTypes, this flag specifies the armor class of the object.