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IsVeinholeMonster: Difference between revisions
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** Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0 | ** Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0 | ||
** When attacked, plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack. | ** When attacked, plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack. | ||
** | ** Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence. | ||
Interestingly, the {{f|Strength|link}}, {{f|Armor|link}} and actual growth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}. | Interestingly, the {{f|Strength|link}}, {{f|Armor|link}} and actual growth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}. |
Revision as of 08:56, 1 May 2022
Flag: | IsVeinholeMonster |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | OverlayTypes |
Logic related to IsVeinholeMonster, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
Defines whether or not this overlay is a veinhole monster. Veinhole monsters are a special type of overlay that carry several hardcoded features, including, but not limited to:
- Treated as a passive enemy; can be targeted and destroyed.
- Certain weapons such as sonic weapons cannot harm the veinhole monster
- Enables any attached veins to grow as specified by [General]→VeinholeGrowthRate=.
- If this veinhole is killed, any attached veins start to wither away, provided that the [General]→VeinholeShrinkRate= is lower (faster) than the growth rate.
- Ignores the Image flag, if specified.
- Uses a hardcoded animation sequence:
- Alternates between frames 0 and 3 as rest/idle states
- Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0
- When attacked, plays a short animation from frame 7 to 10, spawns a particle of the GasCloudM1 type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
- Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence.
Interestingly, the Strength, Armor and actual growth/shrinking mechanic of veins is determined in a separate terrain type that has IsVeinhole=true.