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ReadinessReductionMultiplier: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
If this object has DamageReducesReadiness=yes set, then this tag can also be used to tweak the amount by which sustained damage reduces its readiness to fire. Setting this to '0' cancels the readiness reduction (i.e. a multiplier of zero against its Ammo= value).
|values={{Values|float}}
|default=0.0
|types={{CatAllTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
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).
 
{{TTL|{{PAGENAME}}}} must be explicitly stated, as the default value (0.0) cancels the effect.
 
{{NeedTesting}}Using negative values may increase the unit's ammo supply beyond {{tt|Ammo}}. It is not known how this affects reloading. More testing is required.<hr /><br />
 
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
 
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.
 
==Resources==
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
 
==See also==
* {{TTL|InitialAmmo}}
* {{TTL|Reload}}
* {{TTL|EmptyReload}}
* {{TTL|ReloadIncrement}}

Revision as of 05:52, 16 May 2008

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 Template:TTL to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have Template:TTL set to an integer other than -1 (unlimited ammo).

Template:TTL must be explicitly stated, as the default value (0.0) cancels the effect.

Template:NeedTestingUsing negative values may increase the unit's ammo supply beyond Ammo. It is not known how this affects reloading. More testing is required.

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 * 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 Template:TTL is greater than 0.0.

Resources

See also