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PrismSupportModifier: Difference between revisions

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{{DeeZireInclusion}}<br />
{{flag
Each Prism Cannon support beam adds this percentage to the damage that the firing beam inflicts.
|values={{Values|floats}}
|default=100.0 (broken, see [[#Bugs|{{arr|d}} below]])
|types={{Categ|General}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
This flag specifies a multiplier to damage when a building designated as {{TTL|PrismType}} fires its weapon supported by other buildings of the same type.
 
== Bugs ==
 
[[Image:warning.png|left]] This flag is parsed in an incorrect way: after reading its value from the INI file, it's multiplied by 100 before being saved internally. Due to the fact that the ini parser reads each flag in {{sl|General}} whenever the {{Tt|[General]}} section is present in the file, and if it can't interpret the flag's value properly (say, the flag was not redeclared), it falls back to the value the flag already has. Which means, if the {{Tt|[General]}} section is present in the mpmode file/map, but this flag is not, then its value is multiplied by 100 ''again'' for each such case. Which results in a severely overpowered weapon.
 
[[Category: Bugs And Errors]]

Revision as of 18:22, 19 May 2008

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Flag: PrismSupportModifier
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 100.0 (broken, see ↓ below)
Applicable to: General


This flag specifies a multiplier to damage when a building designated as Template:TTL fires its weapon supported by other buildings of the same type.

Bugs

This flag is parsed in an incorrect way: after reading its value from the INI file, it's multiplied by 100 before being saved internally. Due to the fact that the ini parser reads each flag in [General] whenever the [General] section is present in the file, and if it can't interpret the flag's value properly (say, the flag was not redeclared), it falls back to the value the flag already has. Which means, if the [General] section is present in the mpmode file/map, but this flag is not, then its value is multiplied by 100 again for each such case. Which results in a severely overpowered weapon.