RepairPercent: Difference between revisions
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{{ | {{Flag | ||
|values={{Values|percent}} | |||
|default=25% | |||
|types={{Categ|General}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
This flag controls how much it costs to repair [[VehicleTypes]] docked with a [[BuildingType]] with {{TTL|UnitRepair|yes}} set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool). | |||
The cost to recover {{TTL|RepairStep}} hitpoints every {{TTL|RepairRate}} minutes can be calculated by the following formula{{fnl|1}}: | |||
<pre>"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )</pre> | |||
If the result is a [[Help:Values#Floating_Point_Values|floating point value]], all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1. | |||
==Notes== | |||
{{fn|1|The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{equal}} 2, not 2.5.}} | |||
==References== | |||
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoTypeClass/GetRepairStepCost.cpp}} | |||
Percentage of the units' Cost= that it will cost the player (in credits) to fully repair this unit from badly damaged (i.e. health bar is red) when it is docked with a UnitRepair=yes structure. No unit gets repaired for free (unless of course you use a repair vehicle or mechanic). | Percentage of the units' Cost= that it will cost the player (in credits) to fully repair this unit from badly damaged (i.e. health bar is red) when it is docked with a UnitRepair=yes structure. No unit gets repaired for free (unless of course you use a repair vehicle or mechanic). |
Revision as of 18:33, 14 May 2008
Flag: | RepairPercent |
File(s): | rules(md).ini |
Values: | Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5"). |
Default: | 25% |
Applicable to: | General |
This flag controls how much it costs to repair VehicleTypes docked with a BuildingType with Template:TTL set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).
The cost to recover Template:TTL hitpoints every Template:TTL minutes can be calculated by the following formula1:
"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )
If the result is a floating point value, all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1.
Notes
1 ↑ The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.
References
- Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoTypeClass/GetRepairStepCost.cpp.
Percentage of the units' Cost= that it will cost the player (in credits) to fully repair this unit from badly damaged (i.e. health bar is red) when it is docked with a UnitRepair=yes structure. No unit gets repaired for free (unless of course you use a repair vehicle or mechanic).