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(Up to Software, WormKit)
icon RubberWorm
Developer: Pisto, Kawoosh
Latest version: RubberWorm3x (
  • / 27 February 2012

Original by Pisto (

  • 0.7.32 / 3 August 2008
Supported games: W:A
Supported W:A version:,
Language: C
License: Partially open-source
Download: (original):

RubberWorm (or wkRubberWorm) is a module for WormKit that can modify parts of the Worms Armageddon physics to create WormPot-like effects, and adapts some features of wkMagic to the and versions. It was originally released by Pisto on 6 April 2008, and then ported by Kawoosh to the latest beta update with several new features.

RubberWorm's effects are applied to the game when certain scheme settings are set to certain values. These settings are normally unused, such as crate probabilities for superweapons. As such, only an external scheme editor can create schemes that will enable RubberWorm effects, though RubberWorm does also provide a chat command interface allowing a host to enable RubberWorm effects in the lobby of a WormNET game. The scheme can then be extracted from the replay afterwards.

For a complete and trusted online play, all players must run WA through WormKit or with WormKitDS, and should have the same version of the RubberWorm dll file.

General Info

Installation and use

As any WormKit module, it has to be placed in the W:A main folder (or you can use the installer), and the game must be run through WormKit or with WormKitDS (included in the installer). Changes to the game are applied only when any feature of RubberWorm is enabled.

Source code

wkRubberWorm is written in C, and a part of the source code, lacking of addresses and structs (as wkMagic), is public for demonstrative purpose. custom version

There is a RubberWorm version, modified by Kawoosh to work on It has all basic features of old RubberWorm, KaosMod, TrastulloPerAtrox and some of LaserFix and will not make desyncs when playing with an old WA+RubberWorm user*. The same concerns replays - you can safely view old RubberWorm replays using this version. Read more here.

*If none of the new features, listed below, is enabled. Some of them were also part of old LaserFix module, and are though compatible.

New features

/wdca - weapons don't change automatically.

Controlled by the seventh bit of the crate probability of Mole Squadron (add 64 to enable).

/ope - enables a special game mode in which all objects can be pushed by explosions. Like ldet and sdet, it is stored in the same byte as 6th bit.

Controlled by the sixth bit of the crate probability of Mole Squadron (add 32 to enable).

/flames - allows you to enlarge the number of max possible flames at the map, up to 25500. Activated by the Scales of Justice crate probability parameter.

Flames is set by the crate probability of Scales of Justice (the number of max possible flames will be the chosen value multiplied by 100).

/kaosmod[1/2/3/4/5] - this mod is only needed for kaos players, as it changes the utilities crate probabilities percentages, needed for a kaos scheme and league.

Controlled by the crate probability of Earthquake (add 16 for kaosmod1, 48 for kaosmod2, 80 for kaosmod3, 112 for kaosmod4 or 144 for kaosmod5 to enable).

An explaination table is shown below.

Utilities probability
Default Kaosmod1 Kaosmod2 Kaosmod3 Kaosmod4 Kaosmod5
Fast Walk 20 (18.2%) 20 (19.6%) 20 (20.0%) 25 (25.0%) 25 (25.0%) 25 (25.0%)
Laser Sight 10 (9.1%) 10 (9.8%) 15 (15.0%) 15 (15.0%) 25 (25.0%) 15 (15.0%)
Damage x2 15 (13.6%) 10 (9.8%) 10 (10.0%) 05 (5.0%) 00 (0.0%) 05 (5.0%)
Invisibility 05 (4.5%) 05 (4.9%) 05 (5.0%) 00 (0.0%) 05 (5.0%) 05 (5.0%)
Low Gravity 15 (13.6%) 15 (14.7%) 15 (15.0%) 20 (20.0%) 05 (5.0%) 25 (25.0%)
Crate Spy 15 (13.6%) 15 (14.7%) 15 (15.0%) 20 (20.0%) 10 (10.0%) 10 (10.0%)
Jet Pack 10 (9.1%) 10 (9.8%) 10 (10.0%) 10 (10.0%) 10 (10.0%) 10 (10.0%)
Double Time 15 (13.6%) 12 (11.8%) 10 (10.0%) 10 (10.0%) 05 (5.0%) 05 (5.0%)
Crate Shower 05 (4.5%) 05 (4.9%) 00 (0.0%) 00 (0.0%) 00 (0.0%) 00 (0.0%)

/speed[value] - speed limit for roping and objects (16-default, 32-ts, 255-nolim (like in ts3))

Speed is set by the crate probability of Mine Strike.

/ts8 - TS8 aliase command (version164) which can be directly integrated into the scheme file.

Activated by a value of 164 (in decimal notation) of the crate probability of Select Worm.

/fuseex - extends the selectable fuse up to 9 for grenades, bananas, mad cow herds, etc.

Controlled by the eighth bit of the crate probability of Mole Squadron (add 128 to enable).

/swat - select worm anytime during the turn, let it be a mid-air, falling, sliding, plopping or else! If the Wormselect option is enabled in the scheme, swat will be working during the whole match. If the Wormselect option is disabled in the scheme, swat can be called with the Select Worm weapon, and will last till the end of the turn (like an utility).

These features have been ported from italian wkTrastulloPerAtrox.dll module:

/reaim: auto reaiming at the turn start

Controlled by the crate probability of Earthquake (add 1 to enable).

/cira: circular aiming (ts-like)

Controlled by the crate probability of Earthquake (add 2 to enable).

/alp: antilock power (ts-like)

Controlled by the crate probability of Earthquake (add 4 to enable).

/usw: unlock sdet weapons (armageddon, earthquake, nuketest)

Controlled by the crate probability of Earthquake (add 8 to enable).


Bouncing worms

The original purpose of RubberWorm. Every time a worm hits an object or the terrain (in any direction), it bounces off of it. If it's during a rope roll, it can continue roping, and it never takes fall damage or loses the turn. The feature is always off if the worm is flying for a jump.

The worms' "boing" sound can switched on/off typing in the in-game chat /boing (not in RubberWorm3x).

Worm bounciness (or technically, the coefficient of restitution) is determined by the quotient of the value for the Armageddon crate probability divided by 255. For example, if the value is set to 0, the coefficient of restitution is 0, resulting in no bounce. If 255, the coefficient is 1, resulting in a perfectly elastic collision (the worm bounces with the same speed with which it hit the object or terrain).

Gravity modifications

Gravity can be made stronger or weaker, eliminated or even reversed. When reversed, a worm can stand on its head and shoot, but walking is obviously buggy. Also, should an object encounter no obstacle and fall into the sky, it will be sent to water when it reaches a certain height, otherwise it would block the game indefinitely.

Activated by the crate probability of the Mail Strike, if the high bit (eighth bit) is clear. The other bits control the strength of gravity, from -64 to +63 in two's complement format (the seventh bit is the sign bit); a value of 0 or 12 results in default gravity.

Central gravity (black hole mode)

Gravity points towards the center of the map, or away from it (anti-gravity). These modes can either be proportional, where gravity is stronger near the center of the map, or constant, where gravity is the same strength for all locations.

In black hole mode, the object may either start a steady orbit or fall in the middle of the map and never stop flying: to avoid the first case objects that don't explode after some seconds (like worms, mines, crates and barrels) have a very small air viscosity value (see below); for the second case, objects nearer than 15 pixel to the center are sent to water.

Anti-gravity has a similar safeguard to reversed gravity (see above).

The strength of the gravity can be adjusted.

Activated by the crate probability of the Mail Strike. The high bit (eighth bit) enables black hole mode; the seventh bit enables proportional mode; the other bits control the strength of the black hole's gravity, from -32 to +31 in two's complement format (the sixth bit is the sign bit).

Air viscosity

Objects flying through the air lose speed up to a steady velocity, determined by gravity and wind (imagine throwing a rock in the water). Some objects, such as crates, graves, barrels, parachuting worms, and Mail Strike letters, will not experience this effect. It is adjustable: a value of 63 makes the air pasty as water.

Activated by the crate probability of the Concrete Donkey. A higher value produces a stronger effect. If the value is odd, the effect will apply to worms as well as objects.

Wind influence

Like air viscosity, it can be applied to only objects or worms too, but never to those objects (like bazooka) that are already influenced by wind or crates, graves, barrels. How much the wind moves the objects is adjustable.

Activated by the crate probability of the Suicide Bomber. A higher value produces a stronger effect, with the highest value (255) corresponding to the wind susceptibility of the Bazooka. If the value is odd, the effect will apply to worms as well as objects.

Anti worm sink

If activated, a worm that hits the water is prevented from drowning and instead teleported to the last location where it has been motionless. The turn does not end. If the teleport results in the worm falling and hitting water again (for example, if the terrain has since been destroyed by a weapon), it drowns normally.

This feature is activated by a non-zero value for the crate probability of the French Sheep Strike.

Crate finder

Arrows point to crates, as they do in certain missions. This feature can give a player an advantage if other players do not have RubberWorm, so a chat message is used to alert other players to its use.

Type /arrows in the in-game chat to activate this.

Friction modifications

Currently, the velocity of a worm is slowed by 4% each frame that a worm slides along the terrain. This is given by multiplying velocity by F*0.01, where the default F value is 96. A lower value results in a higher degree of friction, with F=0 reducing velocity to zero immediately (infinite friction). Values between 96 and 100 give slippier terrains, while a value of 100 results in no friction. Values above 100 will result in the worm's velocity actually increasing as it slides.

The friction value is stored in the crate probability of the Salvation Army.

Shot doesn't end turn, Loss of control doesn't end turn, Fire doesn't pause timer, Improved rope, Continuous crate shower

To edit these options, start with a value of zero and add the corresponding number for each option you want to enable (listed below). Then set the crate probability of the Mole Squadron to the resulting sum.

Shot doesn't end turn

Firing a weapon doesn't end the player's turn. There's no retreat time and you can't control any weapon (such as Sheep or Supersheep) when turn time runs out.

Controlled by the first bit of the crate probability of Mole Squadron (add 1 to enable).

Loss of control doesn't end turn

When activated, control of the active worm will not be lost in any circumstances (fall from a great height, weapon explosion, etc) except death.

Controlled by the second bit of the crate probability of Mole Squadron (add 2 to enable).

Fire doesn't pause timer

The timer doesn't pause while firing any weapon. Useful with Shot doesn't turn, because without it one could extend his turn time for a very long time using drill or blow torch, for example.

Controlled by the third bit of the crate probability of Mole Squadron (add 4 to enable).

Improved rope

Changes the rope physics to simulate Worms 2 (higher accelleration, 162 degrees of shooting)

Controlled by the fourth bit of the crate probability of Mole Squadron (add 8 to enable).

Continuous crate shower

Normally, the game checks between turns the crate probability settings, and determines if and which crate must be spawned. With this feature, you can force the game to do this job every 5 seconds, also during turns. If you want a crate shower like Worms World Party, use SchemeEddy to check that the probability of no crate falling per turn is 0%. Keep in mind that the WWP crate shower spawns a completely random crate, that is it doesn't check the probability of each single weapon (that's why you can grab even Surrender).

Controlled by the fifth bit of the crate probability of Mole Squadron (add 16 to enable).

Version override

There are many engine version that come with the last update, and some of them may be interesting for their different behaviour. You shouldn't emulate the earliest versions of the 3.x, as they may lead to crashes (like, for not supporting the new scheme format, colored/big maps).
Version is set by the crate probability of Select Worm.

Version numbers showdown

A dec value is for use with /version parameter and the scheme. A hex value is the byte which exists, for example, in WA replays.
Hex Dec Status Version Notes
01 1 Alpha 3.5 Beta 3pre3 Due to the impossibility to use the zero in rubberworm's scheme byte, 3.5 Beta 2-3pre1 cannot be emulated.
02 2 Alpha 3.5 Beta 3pre4
03 3 Alpha 3.5 Beta 3pre8
04 4 Alpha 3.5 Beta 3pre9
05 5 Alpha 3.5 Beta 3pre10
06 6 Alpha 3.5 Beta 3pre11
07 7 Alpha 3.5 Beta 3pre12
08 8 Alpha 3.5 Beta 3pre13
09 9 Alpha 3.5 Beta 3pre14
0A 10 Alpha 3.5 Beta 3pre15
0B 11 Alpha 3.5 Beta 3pre15[BattyRope1] The first official batty rope
0C 12 Alpha 3.5 Beta 3pre15[BattyRope2]
0D 13 Alpha 3.5 Beta 3pre16
0E 14 Alpha 3.5 Beta 3pre17
0F 15 Alpha 3.5 Beta 3pre17[BattyRope3]
10 16 Alpha 3.6.18
11 17 Alpha
12 18 Alpha
13 19 Beta
14 20 Beta
15 21 Alpha
16 22 Beta
17 23 Beta
18 24 Alpha
19 25 Alpha[150% speed] The first 150% speed
1A 26 Beta
1B 27 Alpha[150% speed]
1C 28 Beta
1D 29 Beta
1E 30 Beta
1F 31 Alpha
20 32 Beta
21 33 Alpha
22 34 Beta
23 35 Beta
24 36 Alpha[BattyRope5]
25 37 Beta
26 38 Beta
27 39 Alpha[TestStuff1]
28 40 Alpha[TestStuff2]
29 41 Beta
2A 42 Beta
2B 43 Alpha
2C 44 Beta
2D 45 Alpha
2E 46 Alpha[TestStuff3]
2F 47 Alpha Repeats the 45 (2D).
30 48 Beta
31 49 Alpha
32 50 Alpha
33 51 Alpha
34 52 Alpha
35 53 Alpha
36 54 Alpha
37 55 Alpha
38 56 Alpha
39 57 Alpha
3A 58 Alpha
3B 59 Alpha
3C 60 Alpha
3D 61 Alpha
3E 62 Alpha
3F 63 Alpha[BattyRope5]
40 64 Alpha[150% speed]
41 65 Alpha[TestStuff3] No objects speed limit (except jetpack). The speed of roping and the objects moving around is completely unlimited.
42 66 Alpha
43 67 Alpha
44 68 Alpha
45 69 Alpha[TestStuff4] The speed is now limited to twice the normal one, and the jetpack also gets double speed.
46 70 Alpha Repeats the 68 (44).
47 71 Alpha
48 72 Alpha
49 73 Alpha[BattyRope5] Used in both and
4A 74 Alpha[150% speed] Used in both and
4B 75 Alpha[TestStuff5] Used in both and
4C 76 Beta Repeats the 72 (48).
4D 77 Alpha
4E 78 Alpha All objects (including weapons, like sheeps, grenades, missiles, etc.) get pushed by explosions.
4F 79 Alpha
50 80 Alpha
51 81 Alpha
52 82 Beta
53 83 Alpha
54 84 Alpha
55 85 Alpha
56 86 Alpha[BattyRope6]
57 87 Alpha[150% speed]
58 88 Alpha[TestStuff6]
59 89 Alpha
5A 90 Alpha
5B 91 Alpha
5C 92 Alpha
5D 93 Alpha
5E 94 Alpha
5F 95 Alpha
60 96 Alpha[BattyRope6]
61 97 Alpha[150% speed]
62 98 Alpha[TestStuff6]
63 99 Alpha[RacingStuff-pre] The first RacingStuff.
64 100 Alpha Repeats the 95 (5F).
65 101 Alpha
66 102 Alpha[BattyRope6]
67 103 Alpha[150% speed]
68 104 Alpha[TestStuff6]
69 105 Alpha[RacingStuff]
6A 106 Alpha The last version which wouldn't deattach a rope if the terrain supporting it doesn't exist anymore. Repeats the 101 (65).
6B 107 Alpha Since this version, a rope cannot be attached to the air anymore (previously only a standard explosion could break it).
6C 108 Alpha[BattyRope7]
6D 109 Alpha[150% speed]
6E 110 Alpha[TestStuff7]
6F 111 Alpha[RacingStuff]
70 112 Alpha[BoomRacing] The first BoomRacing.
71 113 Alpha Repeats the 107 (6B).
72 114 Alpha
73 115 Alpha[BattyRope7]
74 116 Alpha[150% speed]
75 117 Alpha[TestStuff7]
76 118 Alpha[RacingStuff]
77 119 Alpha[BoomRacing]
78 120 Alpha Repeats the 114 (72).
79 121 Alpha
7A 122 Alpha[BattyRope7]
7B 123 Alpha[150% speed]
7C 124 Alpha[TestStuff7]
7D 125 Alpha[RacingStuff]
7E 126 Alpha[BoomRacing]
7F 127 Alpha Repeats the 121 (79).
80 128 Alpha
81 129 Alpha
82 130 Alpha
83 131 Alpha
84 132 Alpha
85 133 Alpha
86 134 Alpha
87 135 Alpha
88 136 Alpha
89 137 Alpha
8A 138 Alpha[BattyRope8]
8B 139 Alpha[150% speed]
8C 140 Alpha[TestStuff8]
8D 141 Alpha[RacingStuff]
8E 142 Alpha[BoomRacing]
8F 143 Alpha
90 144 Alpha
91 145 Alpha[BattyRope8]
92 146 Alpha[150% speed]
93 147 Alpha[TestStuff8]
94 148 Alpha[RacingStuff]
95 149 Alpha[BoomRacing]
96 150 Alpha
97 151 Alpha
98 152 Alpha
99 153 Alpha
9A 154 Alpha[BattyRope8]
9B 155 Alpha[150% speed]
9C 156 Alpha[TestStuff8]
9D 157 Alpha[RacingStuff]
9E 158 Alpha[BoomRacing]
9F 159 Beta Repeats the 153 (99).
A0 160 Alpha
A1 161 Alpha
A2 162 Alpha[BattyRope8]
A3 163 Alpha[150% speed]
A4 164 Alpha[TestStuff8]
A5 165 Alpha[RacingStuff]
A6 166 Alpha[BoomRacing]
A7 167 Beta Repeats the 161 (A1).
A8 168 Alpha This version can NOT be emulated yet.

Note:[RubberWorm] isn't present in the list, as it wasn't developed together.

Crate rate variability

Controls the number of crates that appear per turn. When a value of Crate Rate exists, the Crate Count automatically will be turned on.

Set by the crate probability of the Indian Nuclear Test. The value 1 only will turn on the Crate Count

Crate limit variability

Controls the number of crates that can exist on the map at any one time (five at default)

Set by the crate probability of the Magic Bullet.

Chat command interface

These commands can be used in the host/join lobby. Omitting the parameter either activates the feature with a default value, or sets it off.

Command Effect
/help Displays list of commands in the chat window.
/show Displays a list of all enabled features to all players.
/showme Displays a dialogue box with all enabled features to the host only.
/clear Disables all features.
/sdet or /multishot Enables the shot doesn't end turn feature.
/ldet or /stoicworm Enables the loss of control doesn't end turn feature.
/fdpt or /nopause Enables the timer doesn't pause while firing feature.
/ir or /rope+ Enables the improved rope feature.
/rubber### [0-255] Enables the bouncing worms feature.

0 .............. no bounce
255 ............ fully elastic bounce

/version### [1-255] Enables the arbitrary version override feature.
/version or /fr or /ts3 Enables the teststuff3 feature.
/antisink Enables the antisink feature.
/visc### [0-255] Enables the air viscosity feature.

odd number ..... affects worms too

/wind### [0-255] Enables the wind response feature.

1 to 255 ....... low sensitivity to wind
255 ............ same sensitivity to wind as Bazooka
odd number ..... affects worms too

/jetpack### [1-255] Sets value of jetpack fuel.

no value ............ infinite fuel

/friction### [0-100] Sets terrain friction.

0 .............. infinite friction
1 to 95 ........ high friction
96 ............. default friction
97 to 99 ....... low friction
100 ............ no friction
more than 100 .. anti-friction

/glue Alias for friction0
/ice Alias for friction99
/gravity### [-64 to 63] Sets gravity strength.

-64 ............ reversed gravity, strength 5.3x
-13 ............ reversed gravity, strength 1x
-1 ............. zero gravity
0 .............. default gravity
1 to 11 ........ low gravity
12 ............. default gravity
13 to 63 ....... high gravity
63 ............. high gravity, strength 5.3x

/pbh### [-32 to 31] Proportional black hole (variable is gravitational strength)
/cbh### [-32 to 31] Constant black hole (variable is gravitational strength)
/defg Disables all gravity modification features.
/cratelimit### [1-255] Sets maximum number of co-existing crates.
/craterate### [1-255] Sets number of crates spawned per turn and enables the crate counter.
/cratecount Alias for /craterate1 (just enables the crate counter).
/crateshower Enables the continuous crate shower feature.

Future plans

Pisto gave up coding RubberWorm, though version 1.0 has been developed inconstantly for over a year. He lost interest in Worms, but also in programming in general. The source code of Kawoosh's RubberWorm31, RubberWorm 0.7 (a version compatible with the old update), and of the never going to be 1.0 has been given to Deadcode: his aim is to add the emulation of RubberWorm in the official updates. This is going to happen in the next update after

Pre-release with aliased-bounces

On 26th August 2009 a test build of RubberWorm 1.0 has been released. The reason for sharing it is to show some of the new features, mainly aliased-bounce. It allows to emulate the real behaviour of an object colliding with an object with a slope, a great lack of the Worms Armageddon default engine.

See also

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