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Difference between revisions of "Verses"
From ModEnc
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(Styling, updated flag) |
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|special=0%, 1%, 2% (see [[#Special Values|below]]) | |special=0%, 1%, 2% (see [[#Special Values|below]]) | ||
|default=0% repeated as necessary | |default=0% repeated as necessary | ||
− | |types= | + | |types={{Categ|Warhead|Warheads}} |
− | |games=[[ | + | |games=[[RA]], [[TS]], [[RA2]], [[YR]] |
}} | }} | ||
== Description == | == Description == | ||
− | <tt>Verses</tt> defines multipliers of damage for each | + | <tt>Verses</tt> defines multipliers of damage for each {{TTL|Armor}} type. The order of percentages matches the ordering of [[Armor types]]. For example: |
− | === | + | === RA/TS Example === |
[Weapon] | [Weapon] | ||
Line 57: | Line 57: | ||
== Special Values == | == Special Values == | ||
0%, 1% and 2% indicate special cases: | 0%, 1% and 2% indicate special cases: | ||
− | {| | + | {| style="text-align: center; font-family: mono-space; border: 1px dashed #ccc; border-collapse: collapse" border=1 |
− | | | + | |- style="background: #ccc;" |
− | + | ! | |
− | + | ! 0% | |
− | + | ! 1% | |
+ | ! 2% | ||
|- | |- | ||
− | + | ! style="background: #ccc;" | Can Passive Acquire | |
| No | | No | ||
| No | | No | ||
| No | | No | ||
|- | |- | ||
− | + | ! style="background: #ccc;" | Can Retaliate | |
| No | | No | ||
− | | <strike>No</strike>Yes | + | | <strike>No</strike>Yes{{Fnl|1}} |
| Yes | | Yes | ||
|- | |- | ||
− | + | ! style="background: #ccc;" | Can Force Fire | |
| No | | No | ||
| Yes | | Yes | ||
Line 79: | Line 80: | ||
|} | |} | ||
− | + | {{Fn|1|The comments regarding this are incorrect. 1% works exactly as 2%, possibly due to rounding or bugs in code.}} | |
− | |||
− | |||
− |
Revision as of 12:18, 16 July 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 Template:TTL type. The order of percentages matches the ordering of Armor types. For example:
RA/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 |
1 ↑ The comments regarding this are incorrect. 1% works exactly as 2%, possibly due to rounding or bugs in code.