Difference between revisions of "WkIndiMask"
From Worms Knowledge Base
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(added quick reference table of color masks and effects) |
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'''A colour that has odd for both Red and Green will be set as Tough'''. | '''A colour that has odd for both Red and Green will be set as Tough'''. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+ Quick reference table: | ||
+ | |- | ||
+ | ! Effect !! When red is: !! and green is: | ||
+ | |- | ||
+ | | Terrain will be Tough || Odd || Odd | ||
+ | |- | ||
+ | | Terrain will be Indestructible || Odd || Even | ||
+ | |- | ||
+ | | No Effect / Normal Terrain || Even || Odd | ||
+ | |- | ||
+ | | No Effect / Normal Terrain || Even || Even | ||
+ | |} | ||
Tough terrain is only destroyed by a weapon where it would usually destroy the background layer. | Tough terrain is only destroyed by a weapon where it would usually destroy the background layer. |
Revision as of 19:10, 26 February 2023
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.
Effect | When red is: | and green is: |
---|---|---|
Terrain will be Tough | Odd | Odd |
Terrain will be Indestructible | Odd | Even |
No Effect / Normal Terrain | Even | Odd |
No Effect / Normal Terrain | Even | Even |
Tough terrain is only destroyed by a weapon where it would usually destroy the background layer.