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Power

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Revision as of 12:17, 9 October 2020 by Crimsonum (talk | contribs) (No idea why that lone <p> tag appeared (something to do with the template), but this seems to fix it.)
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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: Power
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: BuildingTypes


Specifies the amount of power produced or drained by this building. Positive values indicate that it produces power (e.g. a Power Plant) and negative values indicate that it uses (drains) power.

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: Power
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: Tiberiums

Logic related to Power, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Specifies the amount of explosive power contained within this Tiberium type. Affects the following:

Footnotes

1 Higher Power values indicate higher damage.

2 Explosion animation selection is random and depends on the number of entries in the AnimList. Generally, higher Power values result in the game choosing from animations on higher indexes on the AnimList, i.e. towards the end of the list.