Difference between revisions of "Weapon settings summary"
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First of all, editing this setting will be useless if there are no weapon crates at all, and if you don't want to create a Rubber schemes. | First of all, editing this setting will be useless if there are no weapon crates at all, and if you don't want to create a Rubber schemes. | ||
− | Yes, I just mentioned Rubber Worm. | + | Yes, I just mentioned Rubber Worm. Since super weapons' crate probabilities' are officially unused, some modules, like Rubber Worm, use these bytes in order to store special settings in this byte. If you don't want your scheme to be Rubber Worm, then keep the super weapons' crate probability to 0, otherwise there will be desynchronisations between players using Rubber Worm and players not using Rubber Worm. |
Revision as of 18:04, 18 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.
Delay Setting
Almost works in the same way the ammo setting works: difference is that values considered as infinite are only 128-255, not 10;128-255.
There, you would ask me, how can infinite delay be useful? Well, with this you can prevent some super weapons from appearing in weapon crates.
Crate Probability Setting
First of all, editing this setting will be useless if there are no weapon crates at all, and if you don't want to create a Rubber schemes.
Yes, I just mentioned Rubber Worm. Since super weapons' crate probabilities' are officially unused, some modules, like Rubber Worm, use these bytes in order to store special settings in this byte. If you don't want your scheme to be Rubber Worm, then keep the super weapons' crate probability to 0, otherwise there will be desynchronisations between players using Rubber Worm and players not using Rubber Worm.