ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
VeteranAbilities: Difference between revisions
Jump to navigation
Jump to search
m template update + see also |
m Minor Edits |
||
Line 1: | Line 1: | ||
{{Flag | {{Flag | ||
|values={{Values|stringlist|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_values|{{Arr|d}}]]}}}} | |||
|types={{CatAllTypes}} | |||
|values={{Values|stringlist|hardcoded values | |||
| | |||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 13: | Line 10: | ||
}} | }} | ||
This flag specifies a list of promotional bonuses granted to | This flag specifies a list of promotional bonuses granted to a unit upon reaching "Veteran" status. | ||
==Accepted values== | |||
{| | {| class="table_descrow" cellpadding="5" | ||
! Value | ! Value | ||
! Effect | ! Effect | ||
|- | |- | ||
| FASTER | | <code>FASTER</code> | ||
| Applies the effect of {{TTL|VeteranSpeed}} to {{TTL|Speed}} | | Applies the effect of {{TTL|VeteranSpeed}} to {{TTL|Speed}} | ||
|- | |- | ||
| STRONGER | | <code>STRONGER</code> | ||
| Applies the effect of {{TTL|VeteranArmor}} to damage received | | Applies the effect of {{TTL|VeteranArmor}} to damage received | ||
|- | |- | ||
| FIREPOWER | | <code>FIREPOWER</code> | ||
| Applies the effect of {{TTL|VeteranCombat}} to {{TTL|Damage}} of all [[weapon]]s | | Applies the effect of {{TTL|VeteranCombat}} to {{TTL|Damage}} of all [[weapon]]s | ||
|- | |- | ||
| SCATTER | | <code>SCATTER</code> | ||
| Causes unit to automatically scatter from weapon fire and move away from units that attempt to crush it (if applicable) | | Causes unit to automatically scatter from weapon fire and move away from units that attempt to crush it (if applicable) | ||
|- | |- | ||
| ROF | | <code>ROF</code> | ||
| Applies the effect of {{TTL|VeteranROF}} to {{TTL|ROF}} of all weapons | | Applies the effect of {{TTL|VeteranROF}} to {{TTL|ROF}} of all weapons | ||
|- | |- | ||
| SIGHT | | <code>SIGHT</code> | ||
| Applies the effect of {{TTL|VeteranSight}} to {{TTL|Sight}} | | Applies the effect of {{TTL|VeteranSight}} to {{TTL|Sight}} | ||
|- | |- | ||
| CLOAK | | <code>CLOAK</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|Cloakable|yes}} | ||
|- | |- | ||
| TIBERIUM_PROOF | | <code>TIBERIUM_PROOF</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|TiberiumProof|yes}} | ||
|- | |- | ||
| VEIN_PROOF | | <code>VEIN_PROOF</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|ImmuneToVeins|yes}} | ||
|- | |- | ||
| SELF_HEAL | | <code>SELF_HEAL</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|SelfHealing|yes}} | ||
|- | |- | ||
| EXPLODES | | <code>EXPLODES</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|Explodes|yes}} | ||
|- | |- | ||
| RADAR_INVISIBLE | | <code>RADAR_INVISIBLE</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|RadarInvisible|yes}} | ||
|- | |- | ||
| SENSORS | | <code>SENSORS</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|Sensors|yes}} | ||
|- | |- | ||
| FEARLESS | | <code>FEARLESS</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|Fearless|yes}} | ||
|- | |- | ||
| C4 | | <code>C4</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|C4|yes}}{{fnl|1}} | ||
|- | |- | ||
| TIBERIUM_HEAL | | <code>TIBERIUM_HEAL</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|TiberiumHeal|yes}} | ||
|- | |- | ||
| GUARD_AREA | | <code>GUARD_AREA</code> | ||
| Causes unit to automatically enter a | | Causes unit to automatically enter a guard mission when idle | ||
|- | |- | ||
| CRUSHER | | <code>CRUSHER</code> | ||
| Grants the effect of | | Grants the effect of {{TTL|Crusher|yes}} | ||
|} | |} | ||
==See also== | |||
*{{TTL|EliteAbilities}} | |||
==Footnotes== | ==Footnotes== | ||
{{fn|1|C4 promotional bonus only works properly in {{Ts}} and {{Fs}}. In {{Ra2}} and {{Yr}} the unit will have a C4 cursor for buildings, and even try to run up to them when commanded to plant a C4 charge. However the C4 effect will not activate and the unit will simply fire at the building with its weapon.}} | {{fn|1|C4 promotional bonus only works properly in {{Ts}} and {{Fs}}. In {{Ra2}} and {{Yr}} the unit will have a C4 cursor for buildings, and even try to run up to them when commanded to plant a C4 charge. However the C4 effect will not activate and the unit will simply fire at the building with its weapon.}} | ||
Revision as of 01:00, 28 April 2008
Flag: | VeteranAbilities |
File(s): | rules(md).ini |
Values: | Comma-separated list of strings. (Limited to: hardcoded values↓) |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag specifies a list of promotional bonuses granted to a unit upon reaching "Veteran" status.
Accepted values
Value | Effect |
---|---|
FASTER
|
Applies the effect of Template:TTL to Template:TTL |
STRONGER
|
Applies the effect of Template:TTL to damage received |
FIREPOWER
|
Applies the effect of Template:TTL to Template:TTL of all weapons |
SCATTER
|
Causes unit to automatically scatter from weapon fire and move away from units that attempt to crush it (if applicable) |
ROF
|
Applies the effect of Template:TTL to Template:TTL of all weapons |
SIGHT
|
Applies the effect of Template:TTL to Template:TTL |
CLOAK
|
Grants the effect of Template:TTL |
TIBERIUM_PROOF
|
Grants the effect of Template:TTL |
VEIN_PROOF
|
Grants the effect of Template:TTL |
SELF_HEAL
|
Grants the effect of Template:TTL |
EXPLODES
|
Grants the effect of Template:TTL |
RADAR_INVISIBLE
|
Grants the effect of Template:TTL |
SENSORS
|
Grants the effect of Template:TTL |
FEARLESS
|
Grants the effect of Template:TTL |
C4
|
Grants the effect of Template:TTL1 |
TIBERIUM_HEAL
|
Grants the effect of Template:TTL |
GUARD_AREA
|
Causes unit to automatically enter a guard mission when idle |
CRUSHER
|
Grants the effect of Template:TTL |
See also
Footnotes
1 ↑ C4 promotional bonus only works properly in Tiberian Sun and Firestorm. In Red Alert 2 and Yuri's Revenge the unit will have a C4 cursor for buildings, and even try to run up to them when commanded to plant a C4 charge. However the C4 effect will not activate and the unit will simply fire at the building with its weapon.