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Difference between revisions of "SelfHealing"

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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and determines whether or not this object can automatically heal itself. In Red Alert 2, this property means that the object will continue to heal itself to the full value of its Strength=, unlike previous C&C games where they would only heal to half.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|values={{values|Booleans}}
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|default=no
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|types=All {{Categ|TechnoTypes}}; {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, and {{Categ|BuildingTypes}}
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|ra=yes
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|cs=yes
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|am=yes
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|ts=yes
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|fs=yes
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|hp=yes
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
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Determines whether the object will automatically heal itself. The effect is applied each time {{f|RepairRate|link}} minutes has passed, and is hardcoded to restore 1 health point each time. Only works while the object's health is at {{f|ConditionYellow|link}} or below (by default 50%).
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== In {{ra2}} and {{yr}} ==
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The healed damage no longer caps at {{f|ConditionYellow|link}}, allowing objects to heal to full health.

Latest revision as of 13:15, 17 January 2023

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: SelfHealing
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: All TechnoTypes; InfantryTypes, VehicleTypes, AircraftTypes, and BuildingTypes


Determines whether the object will automatically heal itself. The effect is applied each time RepairRate minutes has passed, and is hardcoded to restore 1 health point each time. Only works while the object's health is at ConditionYellow or below (by default 50%).

In Red Alert 2 and Yuri's Revenge

The healed damage no longer caps at ConditionYellow, allowing objects to heal to full health.