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Difference between revisions of "RepairPercent"

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m (For some reason I never actually removed the text from DZ's guide and it was just floating at the bottom of the page.)
 
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{{DeeZireInclusion}}<br />
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{{Flag
Percentage of the units' Cost= that it will cost the player (in credits) to fully repair this unit from badly damaged (i.e. health bar is red) when it is docked with a UnitRepair=yes structure. No unit gets repaired for free (unless of course you use a repair vehicle or mechanic).
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|values={{Values|percent}}
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|default=25%
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|types={{Categ|General}}
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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}}
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This flag controls how much it costs to repair [[VehicleTypes]] docked with a [[BuildingType]] with {{f|UnitRepair|yes|link}} set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).
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The cost to recover {{f|RepairStep|link}} hitpoints every {{f|RepairRate|link}} minutes can be calculated by the following formula{{fnl|1}}:
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<pre>"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )</pre>
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If the result is a [[Help:Values#Floating_Point_Values|floating point value]], all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1.
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==Notes==
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{{fn|1|The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{equal}} 2, not 2.5.}}
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==References==
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* {{SourceCode|http://dc.strategy-x.com/src2/TechnoTypeClass/GetRepairStepCost.cpp}}

Latest revision as of 03:14, 29 November 2009

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: RepairPercent
File(s): rules(md).ini
Values: Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5").
Default: 25%
Applicable to: General


This flag controls how much it costs to repair VehicleTypes docked with a BuildingType with UnitRepair=yes set, and BuildingTypes that are being repaired using a gameplay function (the "wrench" tool).

The cost to recover RepairStep hitpoints every RepairRate minutes can be calculated by the following formula1:

"repair step cost" = RepairPercent * ( Cost / ( Strength / RepairStep) )

If the result is a floating point value, all decimal places are ignored. Also, if the result is less than 1, it is bumped up to 1.


Notes

1 The division done in this formula is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.

References