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Appendix - Listing Applicable INI flags
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Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types.
Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types.


== Applicable INI Flags ==
This table is only valid for YR 1.001. Other games/versions might use a different table. Be sure to check the flag's own page for more detailed information.
{{:AbstractTypes}}
{{:ObjectTypes}}
<onlyinclude>
{| class="table_descrow sortable" width="90%"
|+'''TiberiumType'''
! width="10%" | INI File
! width="15%" | Section
!Key
!Value Type
!Default Value
!Adds to list
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Spread}}  || int || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|SpreadPercentage}}  || float || 0.1 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Growth}}  || int || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|GrowthPercentage}}  || float || 0.1 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Value}}  || int || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Power}}  || int || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Color}}  || ColorName || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Debris}}  || vector<Animation> || {} || +
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Image}}  || int || 0 ||
|}
</onlyinclude>


==See also==
==See also==

Revision as of 10:24, 13 April 2008

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



This section of rules(md).ini is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist.

Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types.

Applicable INI Flags

This table is only valid for YR 1.001. Other games/versions might use a different table. Be sure to check the flag's own page for more detailed information.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


TiberiumType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 0.1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 0.1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL ColorName 0
Rules(md).ini Object's ID Template:TTL vector<Animation> {} +
Rules(md).ini Object's ID Template:TTL int 0


See also

To create a new ore mine spawning a new type of resource, combine both tutorials