Difference between revisions of "WkIndiMask"
From Worms Knowledge Base
(Added unofficial 3.8.1 version) |
m |
||
Line 10: | Line 10: | ||
| language = C++ | | language = C++ | ||
| license = Restricted-source | | license = Restricted-source | ||
− | | download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z Official version], [https://www.tus-wa.com/forums/worms-armageddon/wkindimask-4435/?action=dlattach;attach= | + | | download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z Official version], [https://www.tus-wa.com/forums/worms-armageddon/wkindimask-4435/?action=dlattach;attach=195910 Unofficial 3.8.1 version] |
}} | }} | ||
Revision as of 14:29, 13 August 2021
wkIndiMask | |
---|---|
Developer: | Plutonic |
Latest version: | 9 August 2020 |
Supported games: | W:A |
Supported W:A version: | 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both] / 3.8.0 [Both] / 3.8.1 (unofficial) [Both] |
Language: | C++ |
License: | Restricted-source |
Download: | Official version, Unofficial 3.8.1 version |
wkIndiMask is a module for WormKit that allows maps to be set up that have both destructible and indestructible parts to them.
There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occurs that will remove the background soil texture. E.g The center part of Dynamite or Holy Hand Grenade)
IndiMask settings for a map can be edited using MapGEN version 0.4.0 or later, or if you need more control, any paint package using the info below:
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine.
This colour is R:240, G:024, B:204. ( #F018CC)
After that, you can pick which colours are destructible or not using the least significant bit in the Red component of the colour. So essentially:
If the Red component is even, you can destroy it; if it is odd, you can't.
Further to that, the Green component is similarly used to decide if the colour is Tough.
A colour that has odd for both Red and Green will be set as Tough.
Tough terrain is only destroyed by a weapon where it would usually destroy the background layer.