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Verses
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.