Difference between revisions of "Weapon settings summary"
From Worms Knowledge Base
(→Ammo Setting) |
(→Power Setting: Started filling that part, still need to include link to Balee's article, infos about girders, ninja rope, other F8 utilities and utilities that appear on the Jet Pack's row.) |
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== Power Setting == | == Power Setting == | ||
+ | |||
+ | ''Warning: editing super weapons' power settings won't change anything. Also, in WWP, the limit is indeed 1-5 for every weapon.'' | ||
+ | |||
+ | The ingame scheme editor only lets you set this value from 1 to 5, whilst you can actually set it from 1 to 256. | ||
+ | |||
+ | However, most of the weapons don't go that far with power settings. There is no general rule that is the same for every weapon, but we can still group them: | ||
+ | |||
+ | * Most of the weapons' valid values are 1-20. | ||
+ | * Clusters weapons' valid values are 1-15. | ||
+ | |||
+ | Special cases: | ||
+ | * Jetpack's power setting can be edited since 3.6.29.0. It can go from 1 to 256, 1-5 meaning 30 fuel, 6 meaning infinite fuel. 7-256 values mean fuel amount + 6 (7-6=1 so 7 means 1 fuel, and so on). | ||
+ | |||
+ | Any unhandled values will simply makes the affected weapons not exploding at all. | ||
== Delay Setting == | == Delay Setting == | ||
== Crate Probability Setting == | == Crate Probability Setting == |
Revision as of 19:45, 17 September 2012
This article's goal is to sum up the weapons settings.
Contents
Bases
- Each weapon's settings are 4 bytes long. A byte can theorically store a value between '0' and '255'. Each byte correspond to a different setting:
- Ammo
- Power
- Delay
- Crate Probability
- You can consider there are 2 main categories of weapon: regular ones and super ones.
Super Weapons
- You can't edit super weapons' power or crate probability settings. Those unused bytes allowed some WormKit modules to store their settings directly in the scheme file: RubberWorm is a good example of that phenomenon.
- In WWP schemes and in W:A v1 schemes (for version 3.0), you can't edit super weapons' settings at all.
Here are the super weapons (they appear in that order in scheme files) :
Position | Weapon Name |
---|---|
1 | Freeze |
2 | Super Banana Bomb |
3 | Mine Strike |
4 | Girder Starter Pack |
5 | Earthquake |
6 | Scales Of Justice |
7 | Ming Vase |
8 | Mike's Carpet Bomb |
9 | Patsy's Magic Bullet |
10 | Indian Nuclear Test |
11 | Select Worm |
12 | Salvation Army |
13 | Mole Squadron |
14 | MB Bomb |
15 | Concrete Donkey |
16 | Suicide Bomber |
17 | Sheep Strike |
18 | Mail Strike |
19 | Armageddon |
Ammo Setting
A 10 value or a value between 128 et 255 (both included) means infinite.
However, you'll need an external scheme editor to set a value above 10.
Power Setting
Warning: editing super weapons' power settings won't change anything. Also, in WWP, the limit is indeed 1-5 for every weapon.
The ingame scheme editor only lets you set this value from 1 to 5, whilst you can actually set it from 1 to 256.
However, most of the weapons don't go that far with power settings. There is no general rule that is the same for every weapon, but we can still group them:
- Most of the weapons' valid values are 1-20.
- Clusters weapons' valid values are 1-15.
Special cases:
- Jetpack's power setting can be edited since 3.6.29.0. It can go from 1 to 256, 1-5 meaning 30 fuel, 6 meaning infinite fuel. 7-256 values mean fuel amount + 6 (7-6=1 so 7 means 1 fuel, and so on).
Any unhandled values will simply makes the affected weapons not exploding at all.