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{{DeeZireInclusion}}<br />
{{Flag
Specifies the percentage of the Damage= from the weapon that this warhead will inflict on the target, and is also used to determine the legality of targeting against each Armor= type. This takes the form of a list of 11 percentage values - each value represents the percentage damage that the warhead will inflict against each of the 11 Armor= types. There are several special cases applying to this logic;-<br />
|name=Verses
<br />
|files=rules(md).ini
Any value assigned as 0% indicates that firing against that Armor= is completely illegal. You cant order it to fire, it will not fire of its own accord and will not retaliate against or passively acquire the target.<br />
|values=comma separated list of percentages
<br />
|special=0%, 1%, 2% (see [[#Special Values|below]])
Any value assigned as 1% indicates that the warhead will not fire against the Armor= of its own accord, but will accept a 'force fire' command to do so. It will not retaliate against or passively acquire the target.<br />
|default=0% repeated as necessary
<br />
|types=[[Warhead]]s
Any value assigned as 2% when used in conjunction with Damage=1 on the weapon itself indicates that 'zero net damage' will be applied to the target. This is used to ensure that the warhead is applied to the target but no damage is inflicted. It will not passively acquire the target. Other Damage= values mean that it will accept a 'force fire' command and will retaliate against the target, but will not passively acquire a target of its own accord.<br />
|games=[[RA1]], [[TS]], [[RA2]], [[YR]]
<br />
}}
If an object has more than one weapon, it will default to choosing the weapon which has the highest Verses= percentage for the Armor= type it is firing against. Values above 100% will therefore ensure that this weapon gets used against that Armor= type in preference to other weapons that the object has.
 
== Description ==
 
<tt>Verses</tt> defines multipliers of damage for each <tt>[[Armor]]=</tt> type. The order of percentages matches the ordering of [[Armor types]]. For example:
 
=== RA1/TS Example ===
 
[Weapon]
Damage=100
Warhead=Foo
[Foo] ; n , l , w , h , c
Verses=10%,30%,50%,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%
[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 ==
0%, 1% and 2% indicate special cases:
{| border=1 cellspacing=0 style="text-align: center"
|
| 0%
| 1%
| 2%
|-
| style="text-align: left" | Can Passive Acquire
| No
| No
| No
|-
| style="text-align: left" | Can Retaliate
| No
| <strike>No</strike>Yes<sup>*</sup>
| Yes
|-
| style="text-align: left" | Can Force Fire
| No
| Yes
| Yes
|}
 
<sup>*</sup> The comments regarding this are incorrect. 1% works exactly as 2%, possibly due to rounding or bugs in code.
 
[[Category:INI Flags]]
[[Category:Warhead Flags]]

Revision as of 06:55, 6 May 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Verses
File(s): rules(md).ini
Values: comma separated list of percentages
Special Values: 0%, 1%, 2% (see below)
Default: 0% repeated as necessary
Applicable to: Warheads


Description

Verses defines multipliers of damage for each Armor= type. The order of percentages matches the ordering of Armor types. For example:

RA1/TS Example

[Weapon]
Damage=100
Warhead=Foo

[Foo] ; n , l , w , h , c
Verses=10%,30%,50%,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%

[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

0%, 1% and 2% indicate special cases:

0% 1% 2%
Can Passive Acquire No No No
Can Retaliate No NoYes* Yes
Can Force Fire No Yes Yes

* The comments regarding this are incorrect. 1% works exactly as 2%, possibly due to rounding or bugs in code.