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Power
On BuildingTypes
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.
On Tiberiums
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Logic related to Power, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.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:
- Damage1 dealt by Tiberium chain reaction
- Animations picked2 from C4Warhead's AnimList when this Tiberium explodes.
- Damage1 dealt by exploding harvesters, refineries and silos, if they contain this Tiberium type.
- Damage1 dealt to infantry passing over this Tiberium type, unless said infantry have TiberiumProof=yes
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.