Verses: Difference between revisions
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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 | |special=0%, 1% ([[Image:Ra2small.png]]{{yro}} only!) [[#Special Values|[{{Arr|d}}]]] | ||
|default=0% repeated as necessary | |default=0% repeated as necessary | ||
|types= | |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 === | |||
[Weapon] | [Weapon] | ||
Line 19: | Line 65: | ||
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 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 56: | Line 103: | ||
== Special Values == | == 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 === | |||
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%?==== | |||
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 16:06, 5 June 2024
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 |
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.