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Difference between revisions of "Verses"

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m (Updated template.)
(Added a note about IsOrganic logic)
 
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|files=rules(md).ini
 
|files=rules(md).ini
 
|values=comma separated list of percentages
 
|values=comma separated list of percentages
|special=0%, 1% ([[RA2]] and [[YR]] only!) [[#Special Values|[{{Arr|d}}]]]
+
|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}}
|games=[[RA]], [[TS]], [[FS]], [[RA2]], [[YR]]
 
 
|ra=yes
 
|ra=yes
 
|am=yes
 
|am=yes
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== 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.
  
{{tt|Verses}} defines a [[Warhead]]-specific damage multiplier for each {{TTL|Armor}} 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 ===
  
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  Warhead=Foo
 
  Warhead=Foo
 
   
 
   
  [Foo] ; n , l , w , h , c
+
  [Foo] ; n , w , l , h , c
  Verses=10%,30%,50%,70%,90%
+
  Verses=10%,50%,30%,70%,90%
 
   
 
   
 
  [Target1]
 
  [Target1]
Line 49: Line 86:
 
  [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 64: Line 102:
 
* 100 * 90% = 90 points of damage to Target3.
 
* 100 * 90% = 90 points of damage to Target3.
  
 +
== Special Values ==
 +
 +
=== In RA/TS ===
 +
 +
==== heavy=0% (Infantry Only) ====
 +
 +
[[InfantryTypes|Infantry]] using a weapon that deals 0% damage to {{tt|heavy}} armor will not passively acquire nor retaliate against any [[VehicleTypes|vehicle]], [[AircraftTypes|aircraft]], or [[BuildingTypes|building]] targets. This ensures units like snipers or attack dogs won't acquire targets that they're not able to harm.
 +
 +
For example:
 +
[HollowPoint]
 +
Verses=100%,1%,1%,0%,1%
 +
 +
As mentioned, this special logic only works on infantry units wielding the weapon.
 +
 +
=== In RA2/YR ===
  
== Special Values ==
 
 
There are special-case {{tt|Verses}} values that are only available in {{Ra2}} and {{Yr}}. These values are 0% and 1%.
 
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.
 
'''Note:''' The rules(md).ini comments regarding these values are incorrect. Use this guide to determine the correct effects.
  
=== 0% - Forbidden Armor Type ===
+
==== 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.
 
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 ===
+
==== 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.
 
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>
+
====What About 2%?====
 
2% doesn't seem to have any effect on targeting.
 
2% doesn't seem to have any effect on targeting.
 +
 +
==Negative Percentages==
 +
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]

Latest revision as of 18:06, 5 June 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Verses
File(s): rules(md).ini
Values: comma separated list of percentages
Special Values: 0%, 1% (Ra2small.pngYro.png only!) [↓]
Default: 0% repeated as necessary
Applicable to: Warheads


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

In RA/TS

heavy=0% (Infantry Only)

Infantry using a weapon that deals 0% damage to heavy armor will not passively acquire nor retaliate against any vehicle, aircraft, or building targets. This ensures units like snipers or attack dogs won't acquire targets that they're not able to harm.

For example:

[HollowPoint]
Verses=100%,1%,1%,0%,1%

As mentioned, this special logic only works on infantry units wielding the weapon.

In RA2/YR

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 Percentages

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