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Difference between revisions of "Verses"
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− | {{ | + | {{Flag |
− | + | |name=Verses | |
− | + | |files=rules(md).ini | |
− | + | |values=comma separated list of percentages | |
− | + | |special=0%, 1%, 2% (see [[#Special Values|below]]) | |
− | + | |default=0% repeated as necessary | |
− | + | |types=[[Warhead]]s | |
− | + | |games=[[RA1]], [[TS]], [[RA2]], [[YR]] | |
− | < | + | }} |
− | + | ||
+ | == Description == | ||
+ | |||
+ | <tt>Verses</tt> defines multipliers of damage for each <tt>[[Armor]]=</tt> type. The order of percentages matches the ordering of [[Armor types]]. For example: | ||
+ | |||
+ | === RA1/TS Example === | ||
+ | |||
+ | [Weapon] | ||
+ | Damage=100 | ||
+ | Warhead=Foo | ||
+ | |||
+ | [Foo] ; n , l , w , h , c | ||
+ | Verses=10%,30%,50%,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% | ||
+ | |||
+ | [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 == | ||
+ | 0%, 1% and 2% indicate special cases: | ||
+ | {| border=1 cellspacing=0 style="text-align: center" | ||
+ | | | ||
+ | | 0% | ||
+ | | 1% | ||
+ | | 2% | ||
+ | |- | ||
+ | | style="text-align: left" | Can Passive Acquire | ||
+ | | No | ||
+ | | No | ||
+ | | No | ||
+ | |- | ||
+ | | style="text-align: left" | Can Retaliate | ||
+ | | No | ||
+ | | <strike>No</strike>Yes<sup>*</sup> | ||
+ | | Yes | ||
+ | |- | ||
+ | | style="text-align: left" | Can Force Fire | ||
+ | | No | ||
+ | | Yes | ||
+ | | Yes | ||
+ | |} | ||
+ | |||
+ | <sup>*</sup> The comments regarding this are incorrect. 1% works exactly as 2%, possibly due to rounding or bugs in code. | ||
+ | |||
+ | [[Category:INI Flags]] | ||
+ | [[Category:Warhead Flags]] |
Revision as of 08:55, 6 May 2006
Flag: | Verses |
File(s): | rules(md).ini |
Values: | comma separated list of percentages |
Special Values: | 0%, 1%, 2% (see below) |
Default: | 0% repeated as necessary |
Applicable to: | Warheads |
Description
Verses defines multipliers of damage for each Armor= type. The order of percentages matches the ordering of Armor types. For example:
RA1/TS Example
[Weapon] Damage=100 Warhead=Foo [Foo] ; n , l , w , h , c Verses=10%,30%,50%,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% [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
0%, 1% and 2% indicate special cases:
0% | 1% | 2% | |
Can Passive Acquire | No | No | No |
Can Retaliate | No | |
Yes |
Can Force Fire | No | Yes | Yes |