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Difference between revisions of "Armor"

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==For TechnoTypes==
 
{{Flag
 
{{Flag
 
|name={{PAGENAME}}
 
|name={{PAGENAME}}
 
|files={{Categ|Rules(md).ini}}
 
|files={{Categ|Rules(md).ini}}
|values=special strings (see below) / mixed
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|values={{Values|strings|hardcoded values that vary by game}}
 
|special=see below
 
|special=see below
 
|default=none
 
|default=none
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Powerups}}
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|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
 
|ra=yes
 
|ra=yes
 
|cs=yes
 
|cs=yes
Line 16: Line 17:
 
|rp=yes
 
|rp=yes
 
}}
 
}}
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For [[TechnoTypes]], this flag specifies the [[Armor_types|armor class]] of the object.
  
== In Powerups ==
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==For [Powerups]==
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{{Flag
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values={{co|'''X'''|red}},{{co|'''Y'''|purple}},{{co|'''Z'''|orange}},{{co|'''S'''|teal}} (For an explanation of this flag's parameters, see {{tt|[[Powerups|[Powerups]]]}})
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|default=unknown
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|types={{Categ|Powerups}}
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|ra=yes
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|cs=yes
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|am=yes
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|ts=yes
 +
|fs=yes
 +
|ets=yes
 +
|ra2=yes
 +
|yr=yes
 +
|rp=yes
 +
}}
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'''Values for {{co|S|teal}}:''' {{Values|floats}}.
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If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {{TTL|CrateRadius}} cells from this powerup crate gain upgraded armor if they haven't already.
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===In Red Alert===
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{{TTL|Verses}} values of [[Warheads]] that are damaging units with upgraded armor are multiplied by {{co|'''S'''|teal}}.
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===In Tiberian Sun===
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This powerup functions as it does it Red Alert.
  
See [[Powerups]].
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'''Fun Fact:''' The following code is from unmodded {{Ts}}:
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<pre>Armor=33,ARMOR,2.0</pre>
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This means that upgraded armor is actually detrimental, as it causes {{tt|Warheads}} to be twice effective against the supposedly "upgraded" units.
  
== In all other cases ==
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===In Red Alert 2===
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Damage dealt to units with upgraded armor is divided by {{co|'''S'''|teal}}.
  
Specifies the Armor class of this object (see [[Armor types]]).
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__NOTOC__

Revision as of 07:03, 12 April 2008

For TechnoTypes

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: Armor
File(s): Rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values that vary by game)
Special Values: see below
Default: none
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


For TechnoTypes, this flag specifies the armor class of the object.

For [Powerups]

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: Armor
File(s): Rules(md).ini
Values: X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups])
Default: unknown
Applicable to: Powerups


Values for S: Floating point values: Any decimal number (clearer range should be added in Template:Values).

.

If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within Template:TTL cells from this powerup crate gain upgraded armor if they haven't already.

In Red Alert

Template:TTL values of Warheads that are damaging units with upgraded armor are multiplied by S.

In Tiberian Sun

This powerup functions as it does it Red Alert.

Fun Fact: The following code is from unmodded Tiberian Sun:

Armor=33,ARMOR,2.0

This means that upgraded armor is actually detrimental, as it causes Warheads to be twice effective against the supposedly "upgraded" units.

In Red Alert 2

Damage dealt to units with upgraded armor is divided by S.