Difference between revisions of "Detailed Weapon Settings"

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(Kamikaze with power 21+)
 
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== [[Petrol Bomb]] ==
 
== [[Petrol Bomb]] ==
 
[[Image:Worm, Camel, and lighter.gif|frame|right|Petrol Bomb at power 256 releases a single flamelet and no explosion.]]
 
[[Image:Worm, Camel, and lighter.gif|frame|right|Petrol Bomb at power 256 releases a single flamelet and no explosion.]]
Petrol Bomb releases a single flamelet at power 256, with no explosion.
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Petrol Bomb releases a single flamelet at power 256, with no explosion. The scheme [[Petrol on Ice]] explores this effect.
  
 
== [[Mine]] ==
 
== [[Mine]] ==
The Mine at power 256 will not cause any damage, but when its fuse ends it will create a tiny hole underneath the surface of the terrain it was standing on.
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The Mine at power 21 and 256 (and probably all powers between these values) will not cause any damage, but when its fuse ends it will create a tiny hole underneath the surface of the terrain it was standing on.
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== [[Kamikaze]] ==
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The Kamikaze at power 21 and 256 (and probably all powers between these values) will make the impact sound if it hit worms, but it won't cause any damage to them and will pass through them, similarly to when the "phased worms" feature is active. Kamikaze still can plop worms this way if aimed downwards (with a "sink hole").
  
 
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Latest revision as of 16:18, 2 November 2024

(Up to Weapons)
In other languages: English (en) • français (fr) • +/-

Here are the more detailed power settings of weapons. An external scheme editor is needed to set a weapon to any level except 1, 2, 3, 4 and 5.

Baseball Bat

This table does not include any additional damage caused by the bat, such as fall damage. The hit distances are measured in pixels, are only horizontal distances between same ground levels, and are valid when the bat's angle is set to 45°. Sliding is not included.

Setting Damage Hit Distance Setting Damage Hit Distance Setting Damage Hit Distance Setting Damage Hit Distance
1 24 hp 410 px 6 24 hp 410 px 11 15 hp 156 px 16 15 hp 156 px
2 27 hp 514 px 7 27 hp 514 px 12 21 hp 310 px 17 21 hp 310 px
3 30 hp 643 px 8 30 hp 643 px 13 30 hp 643 px 18 30 hp 643 px
4 33 hp 773 px 9 33 hp 773 px 14 45 hp 1444 px 19 39 hp 1083 px
5 36 hp 927 px 10 36 hp 927 px 15 60 hp 2584 px 20 45 hp 1444 px

Any setting from 21 results in 0 hp damage, and the attacked worm is not moved from its original position. Note that there can be an error of around 3 pixels for the hit distances.

Battle Axe

Damage is applied by substracting a fixed percentage of the target's health, depending on its power setting. If, however, a worm with 1 health point is attacked, it will die.

Setting Damage Setting Damage Setting Damage Setting Damage
1 25% 242 40% 247 40% 252 25%
2 35% 243 45% 248 45% 253 35%
3 50% 244 50% 249 50% 254 50%
4 65% 245 55% 250 55% 255 75%
5 75% 246 60% 251 60% 256 100%

Any setting from 6 to 241 results in 0% damage. However, the worm is still smashed into the ground, thus the player can move its worm through it.

Petrol Bomb

Petrol Bomb at power 256 releases a single flamelet and no explosion.

Petrol Bomb releases a single flamelet at power 256, with no explosion. The scheme Petrol on Ice explores this effect.

Mine

The Mine at power 21 and 256 (and probably all powers between these values) will not cause any damage, but when its fuse ends it will create a tiny hole underneath the surface of the terrain it was standing on.

Kamikaze

The Kamikaze at power 21 and 256 (and probably all powers between these values) will make the impact sound if it hit worms, but it won't cause any damage to them and will pass through them, similarly to when the "phased worms" feature is active. Kamikaze still can plop worms this way if aimed downwards (with a "sink hole").


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