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Spawn crates /w Warheads & minor crate improvements #1227
Spawn crates /w Warheads & minor crate improvements #1227
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Thats very cool! |
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I love this and thank you for making this!
Crates spawned on the water are money, as normal. I would suggest to default crate to moneycrate if crate type is not supported,
I would like to also suggest to default to moneycrate not working powerups and unlist them from documentation. I will test it in mp soon. |
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CrateType not supported is treated as if nothing was parsed.
Many Powerups not working is an existing problem that I have not addressed with these changes. |
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This looks good besides a few tiny inefficiencies in parsing.
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Spawn powerup crate
SpawnsCrateN
where N is a number starting from 0, parsed until no key is found can be used to define the type of crate spawned.SpawnsCrateN.Weight
is a number that determines relative weighting of spawning corresponding crate type vs. other listed ones (0 is no chance, higher means higher probability) defaulting to 1 if not defined.SpawnsCrate.Type/Weight
is an alias forSpawnsCrate0.Type/Weight
if latter is not set.In
rulesmd.ini
:Crate improvements
There are some improvements on goodie crate logic:
UnitCrateVehicleCap
. Negative numbers disable the cap entirely.FreeMCV
setting is now actually respected and can be used to disable the forced unit selected from[General]
->BaseUnit
that is given if player picks a crate and has enough credits but no existing buildings orBaseUnit
vehicles.FreeMCV.CreditsThreshold
.CrateGoodie=true
) viaCrateGoodie.RerollChance
, which determines the chance that if this type of unit is rolled, it will reroll again for another type of unit.In
rulesmd.ini
: