wkMagic
From Worms Knowledge Base
wkMagic | |
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Developer: | CyberShadow |
Supported games: | W:A |
Language: | Delphi |
License: | Partial source avaliable |
Download: | wkmagic1.zip |
wkMagic was a WormKit module, written by CyberShadow, which enhanced gameplay with a few new options. It was the first W:A extension which affected the game's state on a logic frame basis, allowing synchronized modified game behaviour in network games. As such, it can be considered as a predecessor to RubberWorm.
wkMagic was compatible only with W:A 3.6.26.5, the latest Beta version at the time of its creation.
wkMagic was configurable through setting certain values in scheme settings, and by encoding special information in a barcode-like fashion on the bottom row of a map file. wkMagic Map Wizard was a program written by Hosma293 (a.k.a. Aerolite), which allowed map authors to easily encode wkMagic settings into their maps.
Features
Most of wkMagic's features have been implemented in WA since it was made:
- Allow placing over 40 mines on the terrain (the mine limit in 3.6.26.5 was still 8) (for Bows and Arrows) (now available in scheme options)
- Respawn worms at the start position if they were to touch water (now available in extended scheme options as of WA version 3.8 as "RubberWorm anti-sink", though this respawns worms at their last standing position, not the designated start position)
- Allow worms not to collide with (pass through) other worms ("phantom worms") (now available in extended scheme options as of WA version 3.8 as "Phased Worms")
- Allow wind to affect roping and jumping worms (now available in extended scheme options as of WA version 3.8 as "RubberWorm wind influence applies to worms")
However, wkMagic still has 2 unique features which haven't been implemented in WA since then:
- Spawn all worms at a certain position at the game start (for rope races)
- Cause grenades which become stationary to explode with 0 damage (enforce "no sitters" rule of BnG)