Difference between revisions of "Verses"
(Styling, updated flag) |
Vananabanana (talk | contribs) (→Targeting Logic Oddities) |
||
(9 intermediate revisions by 8 users not shown) | |||
Line 3: | Line 3: | ||
|files=rules(md).ini | |files=rules(md).ini | ||
|values=comma separated list of percentages | |values=comma separated list of percentages | ||
− | |special=0%, 1 | + | |special=0%, 1% ([[Image:Ra2small.png]]{{yro}} only!) [[#Special Values|[{{Arr|d}}]]] |
|default=0% repeated as necessary | |default=0% repeated as necessary | ||
|types={{Categ|Warhead|Warheads}} | |types={{Categ|Warhead|Warheads}} | ||
− | | | + | |ra=yes |
+ | |am=yes | ||
+ | |cs=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
}} | }} | ||
== Description == | == Description == | ||
− | + | {{tt|Verses}} defines a [[Warhead]]-specific damage multiplier for each {{f|Armor|link}} type. The list of percentages should be ordered to correspond with the [[Armor types]], which vary between games. | |
+ | ===In RA2/YR=== | ||
+ | {| class="wikitable" | ||
+ | ! Seq Num !! Code !! Description !! Description in Mandarin Chinese | ||
+ | |- | ||
+ | ! 1 | ||
+ | | <code>none</code> || none armor<br />(cloth armor) || 无装甲(布衣甲) | ||
+ | |- | ||
+ | ! 2 | ||
+ | | <code>flak</code> || Flak Trooper's armor<br />(bulletproof armor) || 防空兵装甲(防弹衣) | ||
+ | |- | ||
+ | ! 3 | ||
+ | | <code>plate</code> || plate armor (for infantry) || (步兵)金属装甲 | ||
+ | |- | ||
+ | ! 4 | ||
+ | | <code>light</code> || light armor (for vehicle) || (载具)轻甲 | ||
+ | |- | ||
+ | ! 5 | ||
+ | | <code>medium</code> || medium armor (for vehicle) || (载具)中甲 | ||
+ | |- | ||
+ | ! 6 | ||
+ | | <code>heavy</code> || heavy armor (for vehicle) || (载具)重甲 | ||
+ | |- | ||
+ | ! 7 | ||
+ | | <code>wood</code> || wood armor<br />(light armor for building) || 木制装甲(建筑轻甲) | ||
+ | |- | ||
+ | ! 8 | ||
+ | | <code>steel</code> || steel armor<br />(medium armor for building) || 钢制装甲(建筑中甲) | ||
+ | |- | ||
+ | ! 9 | ||
+ | | <code>concrete</code> || concrete armor<br />(heavy armor for building) || 混凝土建筑(建筑重甲) | ||
+ | |- | ||
+ | ! 10 | ||
+ | | <code>special_1</code> || special armor 1<br />(Drone's armor) || 特殊装甲1(机器人装甲) | ||
+ | |- | ||
+ | ! 11 | ||
+ | | <code>special_2</code> || special armor 2<br />(Missile's armor) || 特殊装甲2(导弹装甲) | ||
+ | |} | ||
+ | |||
+ | ==Example== | ||
=== RA/TS Example === | === RA/TS Example === | ||
Line 19: | Line 66: | ||
Warhead=Foo | Warhead=Foo | ||
− | [Foo] ; n , l | + | [Foo] ; n , w , l , h , c |
− | Verses=10%, | + | Verses=10%,50%,30%,70%,90% |
[Target1] | [Target1] | ||
Line 40: | Line 87: | ||
[Foo] ; n , f , p , l , m , h , w , s , c , 1 , 2 | [Foo] ; n , f , p , l , m , h , w , s , c , 1 , 2 | ||
Verses=10%,15%,20%,30%,35%,40%,50%,55%,60%,70%,90% | Verses=10%,15%,20%,30%,35%,40%,50%,55%,60%,70%,90% | ||
+ | ;none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2 | ||
[Target1] | [Target1] | ||
Line 56: | Line 104: | ||
== Special Values == | == Special Values == | ||
− | 0% | + | There are special-case {{tt|Verses}} values that are only available in {{Ra2}} and {{Yr}}. These values are 0% and 1%. |
− | + | ||
− | | | + | '''Note:''' The rules(md).ini comments regarding these values are incorrect. Use this guide to determine the correct effects. |
− | + | ||
− | + | === 0% - Forbidden Armor Type === | |
− | + | A {{tt|Verses}} value of 0% indicates that the corresponding {{tt|Armor}} type is a forbidden target for this Warhead. A [[unit]] using a weapon with the attached Warhead will not accept an attack command against another unit with that {{tt|Armor}} type. Nor will it accept a [[force fire]] command, [[retaliate]], or [[passive acquire]] on a target with that {{tt|Armor}} type. | |
− | + | ||
− | + | === 1% - Cannot Passive Acquire === | |
− | + | A {{tt|Verses}} value of 1% indicates that a unit using a weapon with the attached Warhead will not passive acquire a target with the corresponding Armor type. However, the unit will still accept an attack command, a force fire command, and retaliate against it. Since 1% renders a great reduction in damage, it is typically only used for special-case weapons that aren't meant to deal damage, such as the Spy's disguise weapon. | |
− | | | + | |
− | + | '''What about 2%'''<br> | |
− | + | 2% doesn't seem to have any effect on targeting. | |
− | + | ||
− | + | === Negative percents are also allowed === | |
− | + | If a verses contains a negative value such as -100% the effects of damage are reversed thus restoring lost Strength=. | |
− | + | ||
− | + | One shot of Weapon will deal: | |
− | + | * 100 * -30% = will restore 30 points of Strength= to Target. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==See Also== | |
+ | * [https://moapyr.fandom.com/wiki/User:AugustKun968/MOarmor MO Armor Encyclopedia - Mental Omega Wiki] |
Revision as of 16:03, 26 September 2023
Flag: | Verses |
File(s): | rules(md).ini |
Values: | comma separated list of percentages |
Special Values: | 0%, 1% ( only!) [↓] |
Default: | 0% repeated as necessary |
Applicable to: | Warheads |
Contents
Description
Verses defines a Warhead-specific damage multiplier for each Armor type. The list of percentages should be ordered to correspond with the Armor types, which vary between games.
In RA2/YR
Seq Num | Code | Description | Description in Mandarin Chinese |
---|---|---|---|
1 | none |
none armor (cloth armor) |
无装甲(布衣甲) |
2 | flak |
Flak Trooper's armor (bulletproof armor) |
防空兵装甲(防弹衣) |
3 | plate |
plate armor (for infantry) | (步兵)金属装甲 |
4 | light |
light armor (for vehicle) | (载具)轻甲 |
5 | medium |
medium armor (for vehicle) | (载具)中甲 |
6 | heavy |
heavy armor (for vehicle) | (载具)重甲 |
7 | wood |
wood armor (light armor for building) |
木制装甲(建筑轻甲) |
8 | steel |
steel armor (medium armor for building) |
钢制装甲(建筑中甲) |
9 | concrete |
concrete armor (heavy armor for building) |
混凝土建筑(建筑重甲) |
10 | special_1 |
special armor 1 (Drone's armor) |
特殊装甲1(机器人装甲) |
11 | special_2 |
special armor 2 (Missile's armor) |
特殊装甲2(导弹装甲) |
Example
RA/TS Example
[Weapon] Damage=100 Warhead=Foo [Foo] ; n , w , l , h , c Verses=10%,50%,30%,70%,90% [Target1] Armor=light [Target2] Armor=concrete
One shot of Weapon will deal:
- 100 * 30% = 30 points of damage to Target1.
- 100 * 90% = 90 points of damage to Target2.
RA2/YR Example
[Weapon] Damage=100 Warhead=Foo [Foo] ; n , f , p , l , m , h , w , s , c , 1 , 2 Verses=10%,15%,20%,30%,35%,40%,50%,55%,60%,70%,90% ;none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2 [Target1] Armor=light [Target2] Armor=concrete [Target3] Armor=special_2
One shot of Weapon will deal:
- 100 * 30% = 30 points of damage to Target1.
- 100 * 60% = 60 points of damage to Target2.
- 100 * 90% = 90 points of damage to Target3.
Special Values
There are special-case Verses values that are only available in Red Alert 2 and Yuri's Revenge. These values are 0% and 1%.
Note: The rules(md).ini comments regarding these values are incorrect. Use this guide to determine the correct effects.
0% - Forbidden Armor Type
A Verses value of 0% indicates that the corresponding Armor type is a forbidden target for this Warhead. A unit using a weapon with the attached Warhead will not accept an attack command against another unit with that Armor type. Nor will it accept a force fire command, retaliate, or passive acquire on a target with that Armor type.
1% - Cannot Passive Acquire
A Verses value of 1% indicates that a unit using a weapon with the attached Warhead will not passive acquire a target with the corresponding Armor type. However, the unit will still accept an attack command, a force fire command, and retaliate against it. Since 1% renders a great reduction in damage, it is typically only used for special-case weapons that aren't meant to deal damage, such as the Spy's disguise weapon.
What about 2%
2% doesn't seem to have any effect on targeting.
Negative percents are also allowed
If a verses contains a negative value such as -100% the effects of damage are reversed thus restoring lost Strength=.
One shot of Weapon will deal:
- 100 * -30% = will restore 30 points of Strength= to Target.