Game scheme file
From Worms Knowledge Base
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

