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Difference between revisions of "ReloadIncrement"
From ModEnc
(De-DZed... eat it DeeZire) |
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− | {{ | + | {{Flag |
− | + | |values={{Values|integers}} | |
+ | |default=0 | ||
+ | |types={{CatAllTypes}} | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | |||
+ | On units that have {{TTL|PipWrap|0}}, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to {{TTL|Reload}} each round of {{TTL|Ammo}}. | ||
+ | |||
+ | If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{TTL|ReloadIncrement}} can be used to speed up (or slow down) the rate at which a unit will reload with each successive {{tt|PipWrap}} set. The exact reloading time can be calculated using the following formula{{fnl|1}}: | ||
+ | <pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre> | ||
+ | |||
+ | ==Notes== | ||
+ | {{fn|1|The division of "unit's current ammo" into {{tt|PipWrap}} is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{equal}} 2, not 2.5.}} | ||
+ | |||
+ | ==References== | ||
+ | * [http://dc.strategy-x.com/src/TechnoClass_Ammo.htm Reloading System Pseudocode] | ||
+ | |||
+ | ==See also== | ||
+ | * {{TTL|InitialAmmo}} | ||
+ | * {{TTL|EmptyReload}} | ||
+ | * {{TTL|PipScale}} | ||
+ | * {{TTL|DamageReducesReadiness}} | ||
+ | * {{TTL|ReadinessReductionMultiplier}} |
Revision as of 23:58, 1 May 2008
Flag: | ReloadIncrement |
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: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
On units that have Template:TTL, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to Template:TTL each round of Template:TTL.
If PipWrap is supplied with any value other than 0
, Template:TTL can be used to speed up (or slow down) the rate at which a unit will reload with each successive PipWrap set. The exact reloading time can be calculated using the following formula1:
"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )
Notes
1 ↑ The division of "unit's current ammo" into PipWrap is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.