Difference between revisions of "WkIndiMask"

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| name = wkIndiMask
 
| name = wkIndiMask
 
| developer = [[People/Plutonic|Plutonic]]
 
| developer = [[People/Plutonic|Plutonic]]
| version = 1 April 2013
+
| version = 9 August 2020
 
| games = [[Worms Armageddon|W:A]]
 
| games = [[Worms Armageddon|W:A]]
| waver = 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both]
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| waver = 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both] / 3.8 [Both]  
 
| language = C++
 
| language = C++
 
| license = Restricted-source
 
| license = Restricted-source
| download = [https://worms2d.info/files/wkIndiMask.7z]
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| download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z]
 
}}
 
}}
  

Revision as of 07:24, 10 August 2020

(Up to WormKit)
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 [Both]
Language: C++
License: Restricted-source
Download: [1]
Animation: comparison of three levels of destructibility

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.

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