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{{ | {{Flag | ||
|name=Verses | |||
|files=rules(md).ini | |||
|values=comma separated list of percentages | |||
|special=0%, 1%, 2% (see [[#Special Values|below]]) | |||
|default=0% repeated as necessary | |||
|types=[[Warhead]]s | |||
|games=[[RA1]], [[TS]], [[RA2]], [[YR]] | |||
< | }} | ||
== 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
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 | 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.