UnitsGainSelfHeal: Difference between revisions
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==Notes== | ==Notes== | ||
' | The effects of this flag stack for every additional building a player has with this flag set. This means that for example, even in vanilla Yuri's Revenge, it is beneficial to capture several Tech Machine Shops, as the vehicle healing effect becomes greater with each additional Machine Shop. | ||
==See also== | ==See also== |
Revision as of 04:26, 31 October 2017
Flag: | UnitsGainSelfHeal |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0 |
Applicable to: | BuildingTypes |
If set to a value greater than zero, the BuildingType periodically heals all of the owner's UnitTypes on the map after each SelfHealUnitFrames by SelfHealUnitAmount multiplied by this flag's value. Additionally, all of the player's UnitTypes receive a wrench pip next to their health bar which blinks every time the UnitType is healed by this logic. The effect is constant for as long as the BuildingType is intact and owned by the player.
If set to zero, it completely disables the flag (the health bar pip doesn't even appear) as opposed to simply not healing.
Notes
The effects of this flag stack for every additional building a player has with this flag set. This means that for example, even in vanilla Yuri's Revenge, it is beneficial to capture several Tech Machine Shops, as the vehicle healing effect becomes greater with each additional Machine Shop.