Résumé des options des armes
From Worms Knowledge Base
This article's goal is to sum up the weapons settings.
Contents
Bases
- Each weapon's settings are 4 bytes long. A byte can theorically store a value between '0' and '255'. Each byte correspond to a different setting:
- Ammo
- Power
- Delay
- Crate Probability
- You can consider there are 2 main categories of weapon: regular ones and super ones.
Super Weapons
- You can't edit super weapons' power or crate probability settings. Those unused bytes allowed some WormKit modules to store their settings directly in the scheme file: RubberWorm is a good example of that phenomenon.
- In WWP schemes and in W:A v1 schemes (for version 3.0), you can't edit super weapons' settings at all.
Here are the super weapons (they appear in that order in scheme files) :
Position | Weapon Name |
---|---|
1 | Freeze |
2 | Super Banana Bomb |
3 | Mine Strike |
4 | Girder Starter Pack |
5 | Earthquake |
6 | Scales Of Justice |
7 | Ming Vase |
8 | Mike's Carpet Bomb |
9 | Patsy's Magic Bullet |
10 | Indian Nuclear Test |
11 | Select Worm |
12 | Salvation Army |
13 | Mole Squadron |
14 | MB Bomb |
15 | Concrete Donkey |
16 | Suicide Bomber |
17 | Sheep Strike |
18 | Mail Strike |
19 | Armageddon |
Settings
Ammo Setting
A 10 value or a value between 128 et 255 (both included) means infinite.
However, you'll need an external scheme editor to set a value above 10.
Power Setting
Warning: editing super weapons' power settings won't change anything. Also, in WWP, the limit is indeed 1-5 for every weapon.
The ingame scheme editor only lets you set this value from 1 to 5, whilst you can actually set it from 1 to 256.
However, most of the weapons don't go that far with power settings. There is no general rule that is the same for every weapon, but we can still group them:
- Most of the weapons' valid values are 1-20.
- Clusters weapons' valid values are 1-15.
Special cases:
- You have some weapon's on the Detailed Weapon Settings article.
- Jet Pack's power setting can be edited since 3.6.29.0. It can go from 1 to 256, 1-5 meaning 30 fuel, 6 meaning infinite fuel. 7-256 values mean fuel amount + 6 (7-6=1 so 7 means 1 fuel, and so on).
- By editing the Girder's power setting, you actually edit its max distance from the active worm. The values goes by steps of 200, from 200 to 51,000 pixels. The Girder's power setting also affect the Girder Starter Pack.
- Ninja Rope: any value above 5 means unlimited shots.
- Editing the Parachute, Bungee and Teleport's power settings is eye-candy, but is still possible.
- Editing all the first row's utilities' power setting isn't possible; it's eye-candy for all of them as well (so far, I only found a possible use for the Low Gravity).
Any unhandled values will simply makes the affected weapons not exploding at all.
Options de puissance détaillées
Voilà des options de puissance plus détaillées des armes. Un éditeur de schemes externes est requis pour mettre des options de puissance différentes de 1, 2, 3, 4 et 5.
Batte de base-ball
Ce tableau n'inclut pas les dégâts additionnels qui pourraient être causés par la batte, comme les dégâts de chute. Les distances de propulsion sont mesurées en pixels, représentent des distances horizontales entre deux parties du terrain de même niveau, et ne sont valides que lorsque l'angle de la batte est réglé à 45°. Les éventuelles glissades ne sont pas incluses.
Options | Dégâts | Propulsion | Option | Dégâts | Propulsion | Option | Dégâts | Propulsion | Option | Dégâts | Propulsion | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 24 hp | 410 px | 6 | 24 hp | 410 px | 11 | 15 hp | 156 px | 16 | 15 hp | 156 px | ||||||
2 | 27 hp | 514 px | 7 | 27 hp | 514 px | 12 | 21 hp | 310 px | 17 | 21 hp | 310 px | ||||||
3 | 30 hp | 643 px | 8 | 30 hp | 643 px | 13 | 30 hp | 643 px | 18 | 30 hp | 643 px | ||||||
4 | 33 hp | 773 px | 9 | 33 hp | 773 px | 14 | 45 hp | 1444 px | 19 | 39 hp | 1083 px | ||||||
5 | 36 hp | 927 px | 10 | 36 hp | 927 px | 15 | 60 hp | 2584 px | 20 | 45 hp | 1444 px |
Toute option au-delà de 20 fera que la batte infligera 0 points de dégâts, et les vers ne seront pas déplacés. Notez qu'il peut y avoir des erreurs d'environ 3 pixels pour les distances de propulsion.
Hache d'armes
Cette arme retire un pourcentage fixe des points de vie de la/des victime(s), le pourcentage dépendant de l'option de puissance accordée. Si un ver n'ayant qu'1 point de vie est attaqué, il mourra.
Option | Dégâts | Option | Dégâts | Option | Dégâts | Option | Dégâts | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 25% | 242 | 40% | 247 | 40% | 252 | 25% | ||||||
2 | 35% | 243 | 45% | 248 | 45% | 253 | 35% | ||||||
3 | 50% | 244 | 50% | 249 | 50% | 254 | 50% | ||||||
4 | 65% | 245 | 55% | 250 | 55% | 255 | 75% | ||||||
5 | 75% | 246 | 60% | 251 | 60% | 256 | 100% |
Toute option allant de 6 à 241 fera que les dégâts de l'arme seront fixés à 0%. Cependant, le ver est quand même planté dans le sol, ce qui fait que le joueur peut toujours passer à travers lui.
Delay Setting
Almost works in the same way the ammo setting works: difference is that values considered as infinite are only 128-255, not 10;128-255.
There, you would ask me, how can infinite delay be useful? Well, with this you can prevent some super weapons from appearing in weapon crates.
Crate Probability Setting
First of all, editing this setting will be useless if there are no weapon crates at all, and if you don't want to create a Rubber schemes.
Yes, I just mentioned Rubber Worm. Since super weapons' crate probabilities' are officially unused, some modules, like Rubber Worm, use these bytes in order to store special settings in this byte. If you don't want your scheme to be Rubber Worm, then keep the super weapons' crate probability to 0, otherwise there will be desynchronisations between players using Rubber Worm and players not using Rubber Worm.
So, as said above, you can't edit the super weapons' crate probability. You can only tell whether they might appear in crates or not. However, there, Select Worm acts a little bit differently: it always has a 0.5 crate probability, just in case super weapons are disabled and all other weapons have a 0 crate probability. In order to prevent it from appearing into crates, either give it infinite ammo or infinite delay (players will never be able to use the Select Worm, though).
Last, but not least, you can't edit the Utilities' crate probability, because the game has an already defined set of probabilities.