Powerups: Difference between revisions
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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|align="center"|yes | |align="center"|yes | ||
|align="center"|1.0 | |align="center"|1.0 | ||
|Renders your unit | |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]] | ||
<!-- [[Category:General Editing Information]] --> | <!-- [[Category:General Editing Information]] --> | ||
__NOTOC__ | __NOTOC__ |
Revision as of 15:03, 2 February 2007
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.
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 |
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.