Difference between revisions of "RubberWorm"
From Worms Knowledge Base
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RubberWorm's effects are applied to the game when certain scheme settings are set to certain values. These settings are normally unused, such as crate probabilities for superweapons. As such, only an external scheme editor can create schemes that will enable RubberWorm effects. | RubberWorm's effects are applied to the game when certain scheme settings are set to certain values. These settings are normally unused, such as crate probabilities for superweapons. As such, only an external scheme editor can create schemes that will enable RubberWorm effects. | ||
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+ | For online play, all players must run WA through WormKit, and have the same version of the RubberWorm dll file. | ||
== General Info == | == General Info == | ||
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As any WormKit module, it has to be placed with the WormKit files in the W:A main folder, and the game must be run through WormKit.exe instead of WA.exe. Changes are applied only when using special schemes with some altered bytes. | As any WormKit module, it has to be placed with the WormKit files in the W:A main folder, and the game must be run through WormKit.exe instead of WA.exe. Changes are applied only when using special schemes with some altered bytes. | ||
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=== Antivirus issue === | === Antivirus issue === |
Revision as of 14:30, 18 June 2008
RubberWorm | |
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Developer: | Pisto |
Latest version: | 0.5 |
Supported games: | W:A |
Language: | C |
Licence: | Partially open-source |
Download: | wkRubberWorm.rar |
RubberWorm (or wkRubberWorm) is a module for WormKit that can modify parts of the Worms Armageddon physics to create WormPot-like effects, and adapts some features of wkMagic Map Wizard to the latest version of the game.
RubberWorm's effects are applied to the game when certain scheme settings are set to certain values. These settings are normally unused, such as crate probabilities for superweapons. As such, only an external scheme editor can create schemes that will enable RubberWorm effects.
For online play, all players must run WA through WormKit, and have the same version of the RubberWorm dll file.
General Info
Installation
As any WormKit module, it has to be placed with the WormKit files in the W:A main folder, and the game must be run through WormKit.exe instead of WA.exe. Changes are applied only when using special schemes with some altered bytes.
Antivirus issue
Some antivirus programs may treat RubberWorm (as well as Wormkit) as a virus. It is a false alarm: it happens because RubberWorm uses some technique and Dlls abused by malware too.
Source code
wkRubberWorm is written in C, and a part of the source code, lacking of addresses and structs (as wkMagic), is public for demonstrative purpose. Download
Features
- Worms that bounce
- The original purpose of RubberWorm. Every time a worm hits an object or the terrain (in any direction), it bounces off of it. If it's during a rope roll, it can continue roping, and it never takes fall damage or loses the turn. The feature is always off if the worm is flying for a jump. The bounciness of the worms can be adjusted.
- Gravity modifications
- Gravity can be made stronger or weaker, eliminated or even reversed. When reversed, a worm can stand on its head and shoot, but walking is obviously buggy. Also, should an object encounter no obstacle and fall into the sky, it will be sent to water when it reaches a certain height, otherwise it would block the game indefinitely.
- Central gravity (black hole mode)
- Gravity points towards the center of the map, or away from it (anti-gravity). These modes can either be proportional, where gravity is stronger near the center of the map, or constant, where gravity is the same strength for all locations.
- In black hole mode, the object may either start a steady orbit or fall in the middle of the map and never stop flying: to avoid the first case objects that don't explode after some seconds (like worms, mines, crates and barrels) have a very small air viscosity value (see below); for the second case, objects nearer than 15 pixel to the center are sent to water.
- Anti-gravity has a similar safeguard to reversed gravity (see above).
- The strength of the gravity can be adjusted.
- Air viscosity
- Objects flying through the air lose speed up to a steady velocity, determined by gravity and wind (imagine throwing a rock in the water). Some objects, such as crates, graves, barrels, parachuting worms, and Mail Strike letters, will not experience this effect. It is adjustable: a value of 63 makes the air pasty as water.
- Wind influence
- Like air viscosity, it can be applied to only objects or worms too, but never to those objects (like bazooka) that are already influenced by wind or crates, graves, barrels. How much the wind moves the objects is adjustable.
- Anti worm sink
- If activated, a worm that hits the water is prevented from drowning and instead teleported to the last location where it has been motionless. The turn does not end. If the teleport results in the worm falling and hitting water again (for example, if the terrain has since been destroyed by a weapon), it drowns normally.
- Crate finder
- Typing /arrows in the in-game chat, arrows pointing toward crates appear, as they do in missions. This is the only feature that can be used also when the other players do not have Wormkit and wkRubberWorm, and for this reason (it gives a little advantage) they are adviced of it when someone starts using this feature, with a chat message.