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Powerups: Difference between revisions

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CSS'd, updated with latest template magic
Updated as per [http://www.ppmsite.com/forum/viewtopic.php?p=157463#157463]
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|align="center"|yes
|align="center"|yes
|align="center"|1.5
|align="center"|1.5
|Multiplier to unit {{tt|[[Strength]]}}, controlled by Special Parameter
|Multiplier to unit {{tt|[[Strength]]}}, controlled by Special Parameter<br>In TS, this is a multiplier to incoming {{tt|[[Damage]]}} instead
|align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
|align="center"|{{co|RA, TS/FS, RA2/YR|Green}}
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|-
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|align="center"|yes
|align="center"|yes
|align="center"|1.0
|align="center"|1.0
|Renders your unit ivulnerable for the number of minutes set by Special Parameter
|Renders your unit invulnerable for the number of minutes set by Special Parameter
|align="center"|{{co|RA, TS/FS,|Green}} {{co|RA2/YR|GoldenRod}}
|align="center"|{{co|RA, TS/FS,|Green}} {{co|RA2/YR|GoldenRod}}
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*{{tt|[[CrateBeneathIsMoney]]}}
*{{tt|[[CrateBeneathIsMoney]]}}
*{{tt|[[CarriesCrate]]}}
*{{tt|[[CarriesCrate]]}}
*[http://www.ppmsite.com/forum/viewtopic.php?p=157463#157463 Machine's thread about TS's Armor]


[[Category:Rules(md).ini Sections]]
[[Category:Rules(md).ini Sections]]
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<!-- [[Category:General Editing Information]] -->
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Revision as of 15:03, 2 February 2007

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
Armor crates appear with a chance of 10/1101, play ARMOR as an animation when triggered, do appear on water, and multiply your unit's Strength by 1.5 when 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
In TS, this is a multiplier to incoming Damage instead
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 invulnerable 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 {{{1}}} 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