Difference between revisions of "Powerups"
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− | {{ | + | {{WrongTitle|[{{PAGENAME}}]}} |
− | This section | + | |
+ | 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 <none>) | ||
+ | *<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;"> </font></small> | ||
+ | <small>Can be triggered, but logic doesn't work <font style="background:GoldenRod;"> </font></small> | ||
+ | <small>Not available <font style="background:Red;"> </font></small> </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 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.
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 |
Can be triggered, but logic doesn't work
Not available1Note: 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.