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This flag is used in conjunction with {{TTL|DamageReducesReadiness|yes}} to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have {{TTL|Ammo}} set to an [[Help:Values#Integers|integer]] other than -1 (unlimited ammo).
This flag is used in conjunction with {{f|DamageReducesReadiness|yes|link}} to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have {{f|Ammo|link}} set to an [[Help:Values#Integers|integer]] other than -1 (unlimited ammo).


{{TTL|{{PAGENAME}}}} must be explicitly stated, as the default value (0.0) cancels the effect.
{{f|ReadinessReductionMultiplier}} must be explicitly stated, as the default value (0.0) cancels the effect.


The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
  ''rounds lost'' = ''damage inflicted'' / [[Strength]] * [[{{PAGENAME}}]] * Ammo
  ''rounds lost'' = ''damage inflicted (before warhead calculations)'' / [[Strength]] * [[{{PAGENAME}}]] * [[Ammo]]


Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as {{TTL|{{PAGENAME}}}} is greater than 0.0.
Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as {{f|ReadinessReductionMultiplier}} is greater than 0.0.


==Resources==
==Resources==
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}


{{Bugs}}
=={{Bugs}}==
Using negative values increases the amount of rounds without caring of maximum ammo. These rounds simply don't show up and it looks like ammo is not decreasing when the unit is shooting.
Using negative values increases the amount of rounds without caring of maximum ammo. These rounds simply don't show up and it looks like ammo is not decreasing when the unit is shooting.


==See also==
==See also==
* {{TTL|Ammo}}
* {{f|Ammo|link}}
* {{TTL|InitialAmmo}}
* {{f|InitialAmmo|link}}
* {{TTL|Reload}}
* {{f|Reload|link}}
* {{TTL|EmptyReload}}
* {{f|EmptyReload|link}}
* {{TTL|ReloadIncrement}}
* {{f|ReloadIncrement|link}}

Latest revision as of 17:46, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: ReadinessReductionMultiplier
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 0.0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag is used in conjunction with DamageReducesReadiness=yes to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have Ammo set to an integer other than -1 (unlimited ammo).

ReadinessReductionMultiplier must be explicitly stated, as the default value (0.0) cancels the effect.

The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:

rounds lost = damage inflicted (before warhead calculations) / Strength * ReadinessReductionMultiplier * Ammo

Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as ReadinessReductionMultiplier is greater than 0.0.

Resources

Bugs/Side-Effects/Unexpected Limitations

Using negative values increases the amount of rounds without caring of maximum ammo. These rounds simply don't show up and it looks like ammo is not decreasing when the unit is shooting.

See also