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ReadinessReductionMultiplier: Difference between revisions

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This flag is used in conjunction with {{TTL|DamageReducesReadiness|yes}} to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have {{TTL|Ammo}} set to an [[Help:Values#Integers|integer]] other than -1 (unlimited ammo).
This flag is used in conjunction with {{f|DamageReducesReadiness|yes|link}} to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have {{f|Ammo|link}} set to an [[Help:Values#Integers|integer]] other than -1 (unlimited ammo).


{{TTL|{{PAGENAME}}}} must be explicitly stated, as the default value (0.0) cancels the effect.
{{f|{{PAGENAME|link}}}} must be explicitly stated, as the default value (0.0) cancels the effect.


The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
  ''rounds lost'' = ''damage inflicted'' / [[Strength]] * [[{{PAGENAME}}]] * Ammo
  ''rounds lost'' = ''damage inflicted'' / [[Strength]] * [[{{PAGENAME}}]] * Ammo


Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as {{TTL|{{PAGENAME}}}} is greater than 0.0.
Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as {{f|{{PAGENAME|link}}}} is greater than 0.0.


==Resources==
==Resources==
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==See also==
==See also==
* {{TTL|Ammo}}
* {{f|Ammo|link}}
* {{TTL|InitialAmmo}}
* {{f|InitialAmmo|link}}
* {{TTL|Reload}}
* {{f|Reload|link}}
* {{TTL|EmptyReload}}
* {{f|EmptyReload|link}}
* {{TTL|ReloadIncrement}}
* {{f|ReloadIncrement|link}}

Revision as of 08:29, 27 November 2009

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: ReadinessReductionMultiplier
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 0.0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag is used in conjunction with DamageReducesReadiness=yes to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have Ammo set to an integer other than -1 (unlimited ammo).

Template:PAGENAME must be explicitly stated, as the default value (0.0) cancels the effect.

The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:

rounds lost = damage inflicted / Strength * ReadinessReductionMultiplier * Ammo

Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as Template:PAGENAME is greater than 0.0.

Resources

Bugs/Side-Effects/Unexpected Limitations

Using negative values increases the amount of rounds without caring of maximum ammo. These rounds simply don't show up and it looks like ammo is not decreasing when the unit is shooting.

See also