Game scheme file

From Worms Knowledge Base

Jump to: navigation, search
(Up to File formats)

The W:A scheme file format contains game settings, which define which weapons will be available, various game options such as turn time and weapon strength, as well as many other settings.

[edit] File format

Much of the following information was extracted from The Fiddler, written by Fudge Boy.

  • 00 - Header - "SCHM" (4 bytes)
  • 04 - Version - 1 or 2 (1 byte)
  • 05 - Time between turns (also known as hot-seat time), in seconds (1 byte, unsigned)
  • 06 - Retreat time (time during which the worm is still in control after firing a weapon), in seconds (1 byte)
  • 07 - Rope retreat time (same as above, but when the weapon is fired/dropped off the rope), in seconds (1 byte)
  • 08 - Display total round time (boolean, 1 byte)
  • 09 - Automatic replays (boolean, 1 byte)
  • 0A - Fall damage (the level of damage done by falling a long way) (1 byte)
  • 0B - Artillery mode (aka anchored worms, worms can't jump or move) (1 byte, boolean)
  • 0C - Unknown (1 byte)
  • 0D - Stockpiling mode (what happens to unused weapons) - 0=Off, 1=On, 2=Anti (1 byte)
  • 0E - Enable worm select at the start of the turn (boolean, 1 byte)
  • 0F - Round end style (what happens when the time runs out) - 0=round is drawn, 1=nuclear strike, 2=all worms' energy drops to 1, 3=nothing happens (1 byte)
  • 10 - Sudden death water rise (how fast the water should rise after sudden death) (1 byte)
  • 11 - Weapon crate probability (the relative chance that a crate drop will contain weapons) (1 byte)
  • 12 - Donor cards (boolean, 1 byte)
  • 13 - Health crate probability (the relative chance that a crate drop will contain energy) (1 byte)
  • 14 - Health crate energy (how much energy is contained in a health crate) (1 byte, unsigned)
  • 15 - Utility crate probability (the relative chance that a crate drop will contain a utility) (1 byte)
  • 16 - Hazardous object types (what hazards should appear on the landscape) - 0=none, 1=mines, 2=drums, 5=both (1 byte)
  • 17 - Mine delay (how long between activating a mine and it exploding) (1 byte)
  • 18 - Dud mines (boolean, 1 byte)
  • 19 - Manual worm placement (boolean, 1 byte)
  • 1A - Initial worm energy (1 byte, unsigned)
  • 1B - Turn time (how long you get to make your move), in seconds (1 byte, signed)
  • 1C - Round time (time before sudden death), in minutes (1 byte, signed) - Note: A negative value will result in sudden death triggering on the first turn. A value above 127 will result in round times that last for a specific number of seconds. As this value increase, the number of seconds increases by 1, starting with 1 second for value 128.
  • 1D - Number of rounds (how many rounds are required to win the match) (1 byte)
  • 1E - Blood (boolean, 1 byte)
  • 1F - Aqua Sheep enabled (boolean, 1 byte)
  • 20 - Sheep Heaven (boolean, 1 byte)
  • 21 - Indestructible worms (boolean, 1 byte)
  • 22 - Indestructible land (boolean, 1 byte)
  • 23 - Upgraded grenade (boolean, 1 byte)
  • 24 - Upgraded shotgun (boolean, 1 byte)
  • 25 - Upgraded banana (boolean, 1 byte)
  • 26 - Upgraded longbow (boolean, 1 byte)
  • 27 - Player weapons enabled (boolean, 1 byte)
  • 28 - Super weapons enabled (boolean, 1 byte)
  • 29 - Individual weapon settings (45 or 64 weapon structures, depending whether the version byte is 1 or 2)

[edit] Weapon structure

The first scheme format version holds only the 45 regular weapons, and is 221 bytes in size. Version 2 of the format added support for super weapon settings, totalling to 64 weapon records.

Each weapon setting structure is 4 bytes long and is as follows:

  • 00 - ammo (1 byte, unsigned) - Note: A value of 0A will give unlimited ammunition.
  • 01 - power (1 byte, unsigned)
  • 02 - delay (1 byte, unsigned)
  • 03 - crate probability (1 byte, unsigned)

TODO: link or add normal value ranges, and how the game acts when stuff is set outside these bounds

[edit] Weapon list

The list of weapons, as they appear in the scheme files and in the game memory.

  • 0 = Bazooka
  • 1 = Homing missile
  • 2 = Mortar
  • 3 = Grenade
  • 4 = Cluster bomb
  • 5 = Skunk
  • 6 = Petrol bomb
  • 7 = Banana bomb
  • 8 = Handgun
  • 9 = Shotgun
  • 10 = Uzi
  • 11 = Minigun
  • 12 = Longbow
  • 13 = Airstrike
  • 14 = Napalm strike
  • 15 = Mine
  • 16 = Fire punch
  • 17 = Dragonball
  • 18 = Kamikaze
  • 19 = Prod
  • 20 = Axe
  • 21 = Blowtorch
  • 22 = Drill
  • 23 = Girder
  • 24 = Ninja rope
  • 25 = Parachute
  • 26 = Bungee rope
  • 27 = Teleport
  • 28 = Dynamite
  • 29 = Sheep
  • 30 = Baseball bat
  • 31 = Flame thrower
  • 32 = Homing pigeon
  • 33 = Mad cow
  • 34 = Holy hand-grenade
  • 35 = Old woman
  • 36 = Sheep launcher
  • 37 = Super sheep
  • 38 = Mole bomb
  • 39 = Jet pack
  • 40 = Low gravity
  • 41 = Laser sight
  • 42 = Fast walk
  • 43 = Invisibility
  • 44 = Damage x2

Weapons below are considered as "super weapons" and are not available in v1 scheme files:

  • 45 = Freeze
  • 46 = Super banana bomb
  • 47 = Mine Strike
  • 48 = Girder starter pack
  • 49 = Earthquake
  • 50 = Scales of justice
  • 51 = Ming vase
  • 52 = Mike's carpet bomb
  • 53 = Magic bullet
  • 54 = Indian nuclear test
  • 55 = Select worm
  • 56 = Salvation army
  • 57 = Mole squadron
  • 58 = MB bomb
  • 59 = Concrete donkey
  • 60 = Suicide bomber
  • 61 = Sheep strike
  • 62 = Mail strike
  • 63 = Armageddon
Personal tools