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WEAPEXP.DAT (Apocalypse): Difference between revisions

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The structure of each part has the form
The structure of each part has the form
26 * protection type + 390 * shells + unit type
26 * protection type + 390 * shells + unit type
type of protection-26 types
type of protection-26 types.
type of shells-44 species
type of shells-44 species.
type of aliens/agent-15 types
type of aliens/agent-15 types.


protection:
protection:
1-15 X-Com agent protection
1-15 X-Com agent protection.
15-20 alien type 1 protection
15-20 alien type 1 protection.
21-26 alien type 2 protection (Has extra armor)
21-26 alien type 2 protection (Has extra armor).


With a slip, the value decreases, when it hits, it grows.
With a slip, the value decreases, when it hits, it grows.
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weapon_value - value from file for this weapon and armor (default is usually 50).
weapon_value - value from file for this weapon and armor (default is usually 50).
damage - the difference in the value of health before the shot and after
Damage - the difference in the value of health before the shot and after.
fire_delay - value for current weapon
fire_delay - value for current weapon.


for example:
for example:

Revision as of 16:54, 8 May 2019

The size of this file does not change during the game.

This file records the damage statistic of various weapons against all types of armor. Also, it contains the type of unit for which the statistics is kept.

It consists of two identical parts 34320/2 = 17160.

The first half-the direction of agents against alien, the second alien is against agents.

The structure of each part has the form 26 * protection type + 390 * shells + unit type type of protection-26 types. type of shells-44 species. type of aliens/agent-15 types.

protection: 1-15 X-Com agent protection. 15-20 alien type 1 protection. 21-26 alien type 2 protection (Has extra armor).

With a slip, the value decreases, when it hits, it grows.

(9 * weapon_value + 4 * (60 * damage / fire_delay)) / 10.

weapon_value - value from file for this weapon and armor (default is usually 50). Damage - the difference in the value of health before the shot and after. fire_delay - value for current weapon.

for example:

xcom shoots Micronoid_aggregate with M4000 Machine Gun

1 shoots slip:

Marsec M4000 Machine Gun->Megapol Leg Armor->Micronoid_aggregate->50

(9 * 50 + 4 * (60 * 0 / 12)) / 10=45

Marsec M4000 Machine Gun->Megapol Leg Armor->Micronoid_aggregate->45

2 shoots slip:

health damage 10

(9 * 45 + 4 * (60 * 10 / 12)) / 10=60

Marsec M4000 Machine Gun->Megapol Leg Armor->Micronoid_aggregate->60


File:WEAPEXP0.TXT