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This section specifies the chance for the each crate power up to appear in a 'random' crate. Each type must have three parameters and an optional fourth (dependant on the type of power up). The first parameter is the chance of this power up being in the crate that is picked up, and is expressed in the form of 'shares' out of the total shares specified - if you set this to 0, then that crate power up will not appear. NOTE: you must ensure your total chances add up to 110 (the total of the default unedited Red Alert 2 values) otherwise the randomizer can occasionally generate an Internal Error - bear this in mind if you add a new one or remove an existing one. The second parameter is the animation to use when this crate is picked up, which must be from the [Animations] list and be defined in ART.INI although you can prevent an animation from displaying by setting this to <none>. The third parameter can be set to 'yes' or 'no' and specifies whether or not this crate is available on water. The fourth parameter, if present, specifies the data value needed for that crate power up. They mean different things for the different powerups (see list below). NOTE: you should use caution when setting the third parameter to 'yes' - there is a small possibility of a power up which gives the player a free unit generating a unit on water which can only move on land and vice versa - this will generate an Internal Error. This is due to a bug in the game code because the code was copied from Tiberian Sun which had no water-only units.
+
 
 +
This section of [[Rules|rules(md).ini]] controls the ''content'' of crates, i.e. which bonuses they can provide, which amount of them, and what animation to play when triggered. For general crate rules, like their frequency of appearence, see <tt>[[CrateRules|[CrateRules]]]</tt>.
 +
 
 +
Flags in Powerups are listed as <font color="green">Cratename</font>=<font color="blue">X</font>,<font color="purple">Y</font>,<font color="orange">Z</font>,<font color="teal">S</font>, where
 +
*<font color="green">Cratename</font> is the name of the powerup (hardcoded)
 +
*<font color="blue">X</font> is the chance<sup>1</sup> that this powerup will be triggered
 +
*<font color="purple">Y</font> is the name of the animation to play (or &lt;none&gt;)
 +
*<font color="orange">Z</font> defines whether the crate is available on water - if you set this to "yes" on the wrong crates, you risk [[Internal Error]]s; an example of this is the unit-crate, where you will get an IE if the crate tries to generate naval units on land or land units on water.
 +
*<font color="teal">S</font> is a special parameter, different from crate to crate
 +
 
 +
====Example====
 +
<tt><font color="green">Armor</font>=<font color="blue">10</font>,<font color="purple">ARMOR</font>,<font color="orange">yes</font>,<font color="teal">1.5</font></tt><br>
 +
{{co|Armor|green}}crates appear with a chance of {{co|10|blue}}/110<sup>1</sup>, play {{co|ARMOR|purple}}as an animation when triggered, {{co|do appear|orange}}on water, and multiply your unit's <tt>[[Strength]]</tt> by {{co|1.5|teal}}when it picks up the crate.
 +
 
 +
 
 +
{| align="center" cellspacing="2" cellpadding="4" style="border-collapse: collapse; border: 1px dashed #aaaaaa;background:#F0F0F0;"
 +
|+'''Explanation of <tt>[Powerups]</tt> flags, default YR values, availability'''
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-right: 1px solid #000000;"|Flag name
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;border-right: 1px solid #000000;"|Chance{{sup|1}}
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;border-right: 1px solid #000000;"|Animation
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;border-right: 1px solid #000000;"|Water?
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;border-right: 1px solid #000000;"|Special Parameter
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;border-right: 1px solid #000000;"|Flag explanation
 +
!bgcolor="#e5e5e5" style="border-bottom: 1px solid #000000;border-left: 1px solid #000000;" width="125"|Works in game(s)
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Armor'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|10
 +
|style="border: 1px solid #aaaaaa;" align="center"|ARMOR
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|1.5
 +
|style="border: 1px solid #aaaaaa;"|Multiplier to unit <tt>[[Strength]]</tt>, controlled by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Firepower'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|10
 +
|style="border: 1px solid #aaaaaa;" align="center"|FIREPOWR
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|2.0
 +
|style="border: 1px solid #aaaaaa;"|Multiplier to weapon <tt>[[Damage]]</tt>, controlled by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''HealBase'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|10
 +
|style="border: 1px solid #aaaaaa;" align="center"|HEALALL
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Heal everything to full health
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Money'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|20
 +
|style="border: 1px solid #aaaaaa;" align="center"|MONEY
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|2000
 +
|style="border: 1px solid #aaaaaa;"|Gives you the amount of Credits specified in Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Reveal'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|10
 +
|style="border: 1px solid #aaaaaa;" align="center"|REVEAL
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Reveals entire map (sans Gap Generators, of course)
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Speed'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|10
 +
|style="border: 1px solid #aaaaaa;" align="center"|SPEED
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|1.2
 +
|style="border: 1px solid #aaaaaa;"|Multiplier to unit <tt>[[Speed]]</tt>, controlled by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Veteran'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|20
 +
|style="border: 1px solid #aaaaaa;" align="center"|VETERAN
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|1
 +
|style="border: 1px solid #aaaaaa;"|Instant promotion by the number of levels set in Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Crimson">RA,</font> {{co|TS/FS, RA2/YR|green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Unit'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|20
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|no
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Gives you one free VehicleType '''not''' marked CrateGoodie=no
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Invulnerability'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|ARMOR
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|1.0
 +
|style="border: 1px solid #aaaaaa;"|Renders your unit ivulnerable for the number of minutes set by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Green">RA, TS/FS,</font> <font color="GoldenRod">RA2/YR</font>
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''IonStorm'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Generates a random Ion Storm
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Crimson">RA,</font> <font color="Green">TS/FS,</font> <font color="GoldenRod">RA2/YR</font>
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Gas'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|100
 +
|style="border: 1px solid #aaaaaa;"|Releases a cloud of gas, damage controlled by Special Parameter. Check <tt>[Gas]</tt> and fix <tt>[[GasCloudSys|[GasCloudSys]]]</tt> before using this.
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Crimson">RA,</font> {{co|TS/FS, RA2/YR|green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Tiberium'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|no
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Creates a small patch of ore
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Crimson">RA,</font> {{co|TS/FS, RA2/YR|green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Pod'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|no
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Would have given you the Drop Pod Special in TS, but that feature was scrapped
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Crimson">RA,</font> <font color="GoldenRod">TS/FS, RA2/YR</font>
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Cloak'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|CLOAK
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Gives everything within <tt>CrateRadius</tt> <tt>[[Cloakable]]=yes</tt>
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Darkness'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|SHROUDX
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Shrouds the entire map, even if you have a SpySat Uplink. You need to build another one to re-gain full map view.
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Explosion'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;" align="center"|500
 +
|style="border: 1px solid #aaaaaa;"|Creates an explosion using the <tt>[HE]</tt> warhead, damage controlled by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''ICBM'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|CHEMISLE
 +
|style="border: 1px solid #aaaaaa;" align="center"|yes
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Gives you one (1) loaded Nuke Superweapon
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Napalm'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|no
 +
|style="border: 1px solid #aaaaaa;" align="center"|600
 +
|style="border: 1px solid #aaaaaa;"|Creates an explosion using the <tt>[Fire]</tt> warhead, damage controlled by Special Parameter
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Squad'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|0
 +
|style="border: 1px solid #aaaaaa;" align="center"|<none>
 +
|style="border: 1px solid #aaaaaa;" align="center"|no
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Spawns a squad of InfantryTypes
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Green">RA, TS/FS,</font> <font color="GoldenRod">RA2/YR</font>
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''ParaBomb'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|3 (RA)
 +
|style="border: 1px solid #aaaaaa;" align="center"|PARABOX
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Gives you one (1) loaded ParaBomb Superweapon
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Green">RA,</font> <font color="Crimson">TS/FS, RA2/YR</font>
 +
|-
 +
|style="border-bottom: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''Sonar'''
 +
|style="border: 1px solid #aaaaaa;" align="center"|3 (RA)
 +
|style="border: 1px solid #aaaaaa;" align="center"|SONARBOX
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|
 +
|style="border: 1px solid #aaaaaa;"|Gives you one (1) loaded Sonar Pulse Superweapon
 +
|style="border-bottom: 1px solid #aaaaaa;border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Green">RA,</font> <font color="Crimson">TS/FS, RA2/YR</font>
 +
|-
 +
|style="border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|'''TimeQuake'''
 +
|style="border-left: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|3 (RA)
 +
|style="border-left: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|TQUAKE
 +
|style="border-left: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|
 +
|style="border-left: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|
 +
|style="border-left: 1px solid #aaaaaa;border-right: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;"|Creates a [[Time Quake]]
 +
|style="border-left: 1px solid #aaaaaa;border-top: 1px solid #aaaaaa;" align="center"|<font color="Green">RA,</font> <font color="Crimson">TS/FS, RA2/YR</font>
 +
|}
 +
<div align="right"><small>Works fine <font style="background:Green;">&nbsp;&nbsp;&nbsp;&nbsp;</font></small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
<small>Can be triggered, but logic doesn't work <font style="background:GoldenRod;">&nbsp;&nbsp;&nbsp;&nbsp;</font></small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
<small>Not available <font style="background:Red;">&nbsp;&nbsp;&nbsp;&nbsp;</font></small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</div>
 +
 
 +
{{sup|1}}'''Note:''' Due to Westwood's...err..."interesting" style of coding, the chances are not percentage values, but rather shares of the sum of all default shares, meaning:
 +
*In '''RA2/YR''', the chance is '''x/110'''
 +
*In '''TS/FS''', the chance is '''x/441'''
 +
*In '''RA''', the chance is '''x/146'''
 +
where x is, in all cases, the chance-parameter.
 +
 
 +
====Trivia====
 +
Calculating from this, our example, the Armor-crate, has a chance of
 +
*'''9.09%''' (10/110) to appear in RA2/YR, while 1% equals 1.1 shares. <!-- I know the 1% values are obvious, -->
 +
*'''7.48%''' (33/441) to appear in TS/FS, while 1% equals 4.41 shares. <!-- but, you know... -->
 +
*'''6.85%''' (10/146) to appear in RA, while 1% equals 1.46 shares. <!-- People are stupid. -->
 +
 
 +
 
 +
==Obsolete Powerups in RA2/YR==
 +
Several Powerups do not work the way they were coded anymore. They are, however, not useless. Even though they do not create a specific, special effect when you pick them up, they do play the specified animation. And animations can have <tt>[[Damage]]</tt>, can spawn [[Particles]] and even neutral infantry. Whatever you can do with an animation can be called by a crate. Several mods use this to have a crate spawning neutral Brutes, for example.
 +
 
 +
 
 +
==See also==
 +
*<tt>[[CrateRules|[CrateRules]]]</tt>
 +
*<tt>[[CrateBeneath]]</tt>
 +
*<tt>[[CrateBeneathIsMoney]]</tt>
 +
*<tt>[[CarriesCrate]]</tt>
 +
 
 +
[[Category:Rules(md).ini Sections]]
 +
<!-- [[Category:General Editing Information]] -->
 +
__NOTOC__

Revision as of 01:09, 8 May 2006

This page should correctly be named "[Powerups]"; it is wrong due to technical restrictions.


This section of rules(md).ini controls the content of crates, i.e. which bonuses they can provide, which amount of them, and what animation to play when triggered. For general crate rules, like their frequency of appearence, see [CrateRules].

Flags in Powerups are listed as Cratename=X,Y,Z,S, where

  • Cratename is the name of the powerup (hardcoded)
  • X is the chance1 that this powerup will be triggered
  • Y is the name of the animation to play (or <none>)
  • Z defines whether the crate is available on water - if you set this to "yes" on the wrong crates, you risk Internal Errors; an example of this is the unit-crate, where you will get an IE if the crate tries to generate naval units on land or land units on water.
  • S is a special parameter, different from crate to crate

Example

Armor=10,ARMOR,yes,1.5
Armorcrates appear with a chance of 10/1101, play ARMORas an animation when triggered, do appearon water, and multiply your unit's Strength by 1.5when it picks up the crate.


Explanation of [Powerups] flags, default YR values, availability
Flag name Chance1 Animation Water? Special Parameter Flag explanation Works in game(s)
Armor 10 ARMOR yes 1.5 Multiplier to unit Strength, controlled by Special Parameter RA, TS/FS, RA2/YR
Firepower 10 FIREPOWR yes 2.0 Multiplier to weapon Damage, controlled by Special Parameter RA, TS/FS, RA2/YR
HealBase 10 HEALALL yes Heal everything to full health RA, TS/FS, RA2/YR
Money 20 MONEY yes 2000 Gives you the amount of Credits specified in Special Parameter RA, TS/FS, RA2/YR
Reveal 10 REVEAL yes Reveals entire map (sans Gap Generators, of course) RA, TS/FS, RA2/YR
Speed 10 SPEED yes 1.2 Multiplier to unit Speed, controlled by Special Parameter RA, TS/FS, RA2/YR
Veteran 20 VETERAN yes 1 Instant promotion by the number of levels set in Special Parameter RA, TS/FS, RA2/YR
Unit 20 <none> no Gives you one free VehicleType not marked CrateGoodie=no RA, TS/FS, RA2/YR
Invulnerability 0 ARMOR yes 1.0 Renders your unit ivulnerable for the number of minutes set by Special Parameter RA, TS/FS, RA2/YR
IonStorm 0 <none> yes Generates a random Ion Storm RA, TS/FS, RA2/YR
Gas 0 <none> yes 100 Releases a cloud of gas, damage controlled by Special Parameter. Check [Gas] and fix [GasCloudSys] before using this. RA, TS/FS, RA2/YR
Tiberium 0 <none> no Creates a small patch of ore RA, TS/FS, RA2/YR
Pod 0 <none> no Would have given you the Drop Pod Special in TS, but that feature was scrapped RA, TS/FS, RA2/YR
Cloak 0 CLOAK yes Gives everything within CrateRadius Cloakable=yes RA, TS/FS, RA2/YR
Darkness 0 SHROUDX yes Shrouds the entire map, even if you have a SpySat Uplink. You need to build another one to re-gain full map view. RA, TS/FS, RA2/YR
Explosion 0 <none> yes 500 Creates an explosion using the [HE] warhead, damage controlled by Special Parameter RA, TS/FS, RA2/YR
ICBM 0 CHEMISLE yes Gives you one (1) loaded Nuke Superweapon RA, TS/FS, RA2/YR
Napalm 0 <none> no 600 Creates an explosion using the [Fire] warhead, damage controlled by Special Parameter RA, TS/FS, RA2/YR
Squad 0 <none> no Spawns a squad of InfantryTypes RA, TS/FS, RA2/YR
ParaBomb 3 (RA) PARABOX Gives you one (1) loaded ParaBomb Superweapon RA, TS/FS, RA2/YR
Sonar 3 (RA) SONARBOX Gives you one (1) loaded Sonar Pulse Superweapon RA, TS/FS, RA2/YR
TimeQuake 3 (RA) TQUAKE Creates a Time Quake RA, TS/FS, RA2/YR
Works fine                 

Can be triggered, but logic doesn't work                 

Not available                 

1Note: Due to Westwood's...err..."interesting" style of coding, the chances are not percentage values, but rather shares of the sum of all default shares, meaning:

  • In RA2/YR, the chance is x/110
  • In TS/FS, the chance is x/441
  • In RA, the chance is x/146

where x is, in all cases, the chance-parameter.

Trivia

Calculating from this, our example, the Armor-crate, has a chance of

  • 9.09% (10/110) to appear in RA2/YR, while 1% equals 1.1 shares.
  • 7.48% (33/441) to appear in TS/FS, while 1% equals 4.41 shares.
  • 6.85% (10/146) to appear in RA, while 1% equals 1.46 shares.


Obsolete Powerups in RA2/YR

Several Powerups do not work the way they were coded anymore. They are, however, not useless. Even though they do not create a specific, special effect when you pick them up, they do play the specified animation. And animations can have Damage, can spawn Particles and even neutral infantry. Whatever you can do with an animation can be called by a crate. Several mods use this to have a crate spawning neutral Brutes, for example.


See also