Difference between revisions of "Probabilités des caisses"
From Worms Knowledge Base
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<!--When the "special weapons" option is enabled, these weapons are assigned a value of 1.--> | <!--When the "special weapons" option is enabled, these weapons are assigned a value of 1.--> | ||
− | La [[Select Worm|sélection de vers]] a toujours une probabilité relative de 0.5 qui lui est assignée. En conséquence, les caisses contiendront toujours une sélection de ver si les probabilités relatives de | + | La [[Select Worm|sélection de vers]] a toujours une probabilité relative de 0.5 qui lui est assignée. En conséquence, les caisses contiendront toujours une sélection de ver si les probabilités relatives de toutes les autres armes est à 0. |
Si une arme a un délai qui lui est accordé, elle n'aura aucune chance d'apparaître dans les caisses avant que ce délai n'expire. | Si une arme a un délai qui lui est accordé, elle n'aura aucune chance d'apparaître dans les caisses avant que ce délai n'expire. |
Revision as of 21:28, 30 August 2011
The worms games have a large section of their scheme options dedicated to crates and their contents, allowing for quite a large degree of customisability.
Contents
Chances pour qu'une caisse tombe
Dans Worms Armageddon et Worms World Party, les probabilités pour que des caisses de chaque type tombe au début de chaque tour sont affichées en tant que valeurs de 0 à 10 dans le jeu. Vous pouvez retrouver les vraies probabilités pour que chaque type de caisse tombe comme ceci :
Multipliez chacune des valeurs par 10 et divisez par le nombre de types de caisses présents différents de zéro. Cela doit vous donner la probabilité de chaque type de caisse (incluant le type "pas de caisse") tombant au début de chaque tour.
Par exemple :
- Valeurs accordées par le jeu
- Caisses d'armes = 3
- Caisses de santé = 6
- Caisses d'utilitaires = 0
Multipliez par 10 puis divisez par 2 (car il y a 2 types de caisses différents, armes et santé)
- Probabilités :
- Caisses d'armes = 15%
- Caisses de santé = 30%
- Caisses d'utilitaires = 0%
- Pas de caisse = 55%
Un autre exemple :
- Valeurs accordées par le jeu
- Caisses d'armes = 9
- Caisses de santé = 4
- Caisses d'utilitaires = 7
Multipliez par 10 puis divisez par 3 (car il y a 3 types de caisses différents, armes, santé et utilitaires)
- Probabilités :
- Caisses d'armes = 30%
- Caisses de santé = 13%
- Caisses d'utilitaires = 23%
- Pas de caisse = 34%
Ce qui veut dire qu'il n'est pas possible d'avoir à la fois plusieurs types de caisses dans le scheme, un type qui a plus de chances d'apparaître qu'un autre et une caisse qui tombe à chaque tour.
En plus, il ne peut jamais y avoir plus de 5 caisses sur le terrain. Aucune caisse n'apparaîtra jusqu'à ce que certaines ne soient enlevées (collectées, détruites ou coulées).
Durant la Mort Subite, les caisses de santé ne tombent plus.
When a crate is spawned in v3.0, 75 locations around the landscape will be randomly chosen to see if there is a place available for it to appear. If no suitable position is found during these attempts, it will not appear. In the Worms Armageddon beta update v3.5 Beta 1, this was changed to a new method which scans every location on the map for a suitable position, in order to allow crates to fall in a crowded terrain. The location in which it will appear must be large enough to fit the crate's collision mask, which is 24x29 pixels large, with a single pixel bevel in each corner. The v3.5 Beta 1 updated algorithm does not account for these bevels and assumes a rectangular shape instead (accounting for the bevels while preserving the algorithm schema would take a disproportionate amount of extra CPU and memory).
Crates will not spawn near other objects (worms, mines, oil drums and other crates). This is determined by checking the area around the potential crate spawn by using a diamond shape with a radius of 64 pixels. If any object is within this area, it will not spawn there. This was inadvertently changed during the v3.5 Beta 1 update (to a square encompassing the original diamond), making crate spawning theoretically twice as picky about nearby objects; this mistake was reverted in v3.6.26.4.
In order to determine which type of crate will fall in a turn, the game uses an array of size 100. Each % chance of a weapon type spawning is added into this array, so the array is filled with values representing "weapon crate", "health crate", "utility crate" and "no crate". The number of times each value appears in the array is equal to the % chance of that type spawning. As crates spawn (or the "no crate" is activated) each turn, one of the appropriate values is removed from the array. When the array is emptied, it is reset. This method guarantees that the correct crates will fall over 100 turns, but it also means that a player could work out which crate is mostly to fall next if he keeps check of these values. It is unknown if this is still affected if a crate cannot possibly spawn.
Contenu des caisses
Caisses de soins
The amount of health provided by a health crate is controlled by the scheme settings. The values available are 25, 50, 100, 150, 200, and 250, but an external editor can set it to any value from 1 to 256.
Caisses à utilitaires
If a utility is set to have infinite ammunition, the probability that it will appear in a utility crate is set to zero. The probabilities are: fastwalk 20, laser sight 10, double damage 15, invisibility 5 (0 if all players are local), low gravity 10, crate spy 15, jetpack 10, double turn 15, crateshower 5 (total: 105 or 100).
Caisses d'armes
Cliquez sur "show" pour dérouler | |
---|---|
Valeur du bit | Probabilité relative |
0 | 0.0 |
13 | 0.2 |
26 | 0.4 |
39 | 0.6 |
52 | 0.8 |
1 | 1.0 |
14 | 1.2 |
27 | 1.4 |
40 | 1.6 |
53 | 1.8 |
2 | 2.0 |
15 | 2.2 |
28 | 2.4 |
41 | 2.6 |
54 | 2.8 |
3 | 3.0 |
16 | 3.2 |
29 | 3.4 |
42 | 3.6 |
55 | 3.8 |
4 | 4.0 |
17 | 4.2 |
30 | 4.4 |
43 | 4.6 |
56 | 4.8 |
5 | 5.0 |
18 | 5.2 |
31 | 5.4 |
44 | 5.6 |
57 | 5.8 |
6 | 6.0 |
19 | 6.2 |
32 | 6.4 |
45 | 6.6 |
58 | 6.8 |
7 | 7.0 |
20 | 7.2 |
33 | 7.4 |
46 | 7.6 |
59 | 7.8 |
8 | 8.0 |
21 | 8.2 |
34 | 8.4 |
47 | 8.6 |
60 | 8.8 |
9 | 9.0 |
22 | 9.2 |
35 | 9.4 |
48 | 9.6 |
61 | 9.8 |
10 | 10.0 |
23 | 10.2 |
36 | 10.4 |
49 | 10.6 |
62 | 10.8 |
11 | 11.0 |
24 | 11.2 |
37 | 11.4 |
50 | 11.6 |
63 | 11.8 |
12 | 12.0 |
25 | 12.2 |
38 | 12.4 |
51 | 12.6 |
Through the in-game weapons editor, each weapon can be given an integer value from 0 to 5 which determines the relative probability that that weapon will appear in a crate. The exact probability of a weapon appearing in a crate is given by the quotient of the weapon's value divided by the total of all the weapons' values (for example, if the values assigned to weapons added up to 35, and a particular weapon had a value of 4, then that weapon would have a 4 in 35 chance of appearing in a weapon crate).
An external editor can be used to edit these values with greater versatility (see table, right).
Les armes ayant une infinité de munitions n'a automatiquement aucune chance d'apparaître dans une caisse. Si on leur avait donné des probabilités relatives différentes de zéro dans les options, ces probabilités sont ignorées dans les calculs décrits ci-dessus.
Quand l'option "super armes" est activée, le jeu attribue aux super armes une probabilité d'apparition de 1.
La sélection de vers a toujours une probabilité relative de 0.5 qui lui est assignée. En conséquence, les caisses contiendront toujours une sélection de ver si les probabilités relatives de toutes les autres armes est à 0.
Si une arme a un délai qui lui est accordé, elle n'aura aucune chance d'apparaître dans les caisses avant que ce délai n'expire.
Le contenu des caisses qui tombent lors d'une pluie de caisse n'est soumis à aucune règle, et chaque arme a la même chance d'apparaître dans chaque caisse. Même le corde à sauter (passer le tour) et le drapeau blanc (capitulation) peuvent apparaître.
Super Weapons
Super weapons are very strange in that their probability for appearing inside a crate depends upon a large number of factors.
- Super weapons must be enabled in the scheme options.
- At least 5 times as many crates containing standard weapons must have spawned than crates containing a super weapon.
- At least 3 minutes must have passed since the last super weapon appeared.
Once the above 3 conditions are met, a weapon crate will have a 1 in 8 chance of containing a super weapon. The super weapon is chosen randomly from the available ones, and they will not appear if you have infinite amounts of ammo for that weapon.
External Editing of Scheme Files for Altering Crate Probabilities
Scheme files can be externally edited in order to have more control over the crate probabilities.
Each of the crate spawn values are assigned byte values of 10, so a value of 3 in-game would be a value of 30 inside the scheme file. It is possible to raise the values above 100, up to a maximum of 127. Any values higher than this can cause the game to crash. After adding up the values and dividing them by the number of non-zero entries, it is possible to have the total probability over 100%. If this occurs, the extra probability is removed from the utility crates, followed by the health crates if the utility crate value is zero.
For example:
scheme: Weapon Crate = 127% Health Crate = 127% Utility Crate = 127%
Each one is divided by 3:
Weapon Crate = 42% Health Crate = 42% Utility Crate = 42%
But, 42+42+42=126, which is greater than 100. So what actually happens is this:
result: Weapon Crate = 42% Health Crate = 42% Utility Crate = 16% (100-42-42=16) No Crate = 0%