First off, congratulations on, finally, fulfilling your dream and making the PX Team 17 scheme. You did a tremendous job, even more so considering your lack of technical knowledge, which is, I assure everybody, gigantic.
You've had great dedication to stick to your original ideas and plans and not back down under the storm of random tweaks, I was bugging you with daily. While I edit just for the sake of editing itself and consider a challenge of realizing a new idea to be enough of a justification for that idea's implementation, you, on the other hand, didn't enjoy the process of editing on its own, but kept gameplay in mind at all times.
Love how it all turned out in the end and I'm not regretting hours of working with you and trying to teach you what I've been thought, even though most of it didn't really "land" as you have no programming 'base'. You, with all your emotional and philosophical thought mechanisms and a total lack of
any programming knowledge, what so ever, managing to finish this scheme, mostly, on your own is a real testament to the power of dedication. Good job believing in and following your ideas through, even when advised against it, like it was the case with moving weapons across rows.
All criticism I have for the scheme boils down to me considering some of the weapons included(like Banana and Earth Quake) overpowered and game breaking, but that's just my opinion. Other than that, I'm very pleased and wish you great success with your scheme. Only thing left to do is to ask which one are you making next?
Scheme aside, I do have some criticisms regarding your post. There's no need for two files, as you can put it all inside one. Also, I believe you've made a mistake thinking adjusting weapon and utility chances in the scheme editor has anything to do with the chances of those weapons and utilities being awarded
on enemy kill - it
absolutely does not! Those chances are programmed into Ted's crate script and that's where they must be changed. Besides, percentages don't really work like that. Setting the crate chance of any particular weapon to, for example, 5 means that the weapon in question will have a 5% chance of dropping,
only if all set crate chances add up to a 100, but that's not the worst part of your post. Namely, your English(and just language in general) is a disgrace and large number of typos, mistakes, unnecessary abbreviations and ignored rules give off the impression of a lack of effort which I hate to see so I'll try and rewrite your post into something more coherent, factual and aesthetically pleasing. Also, I will list all weapons and their actual crate chances.
Hi all,
After months of distillation and 'playing' with PX Scheme editor, I finally made the PX version of a well known Team17 scheme as I intended it to be. I've managed to remove all bugs, that were occurring, and I'm willing to share the scheme with the rest of the PX community, who might not have had the change to play it yet.
My recommended setup is:-5 worms per team, 200 HP each.
-Larger, randomly generated, open maps.
-Random mine fuse timer.
Basic features are the same as in good, old Team 17 scheme:-Worm selection on turn start before sudden death.
-Weapon crate each turn.
-Handful of basic weapons, available to each team right from the start.
The goal, like in the original Team 17, is to collect as many crates as possible and use the weapons and utilities acquired to eliminate your enemy, preventing them from doing the same.New, PX or otherwise, features I added, are:-Shot doesn't end turn.(Teleport is the only exception to this rule.)
-PX weapons, found in other PX schemes, alongside some original Worms Armageddon weapons, make up the final weapons arsenal.
-Killing an enemy worm grants +25 HP(by BuxnaMan).
-Killing an enemy spawns one weapon and one utility crate in random locations on the map(thanks to Ted's additional crates generator script).
-Remembered parachute - once you select it, no matter which weapon you use afterward, the parachute will keep coming back as the selected weapon. This allows for parachute to be spammed without the need to reselect it each time. I like to call it "AutoChute". ^_^
-Primal weapons with infinite ammo, out of which
only one can be used per turn. It started with none, but in the end I came up with the following seven:
- Fire Punch
- Dragon Ball
- Prod
- BlowTorch
- Pneumatic Drill
- Girder
- Teleport(ends turn!)
Team weapons and utilities that can be used whenever, independently, with ammo count in parenthesis:- Swim suit(2)
- Kamikaze(1)
- Party baloon(1)
- Antifire suit(1)
- Freeze(1)
- Bungee(∞)
- Parachute(∞)
PX scripts, we're all familiar with through other PX schemes, most notably Highlander, included are:- Exturnside - Allows turning while firing weapons.
- Autofastwalk - Automatically enables Fast Walk on turn begin.
- Newdrums - Enriches Worms Armageddon barrels by adding Cluster, Ice and Electric ones into the game.
- Fireangle - Allows for faster aiming, by holding SHIFT in combination with up or down arrow keys.
- Swim suit - Allows worms to move through water, not drowning.
- Fastdeath - Makes worms with 0 HP die immediately.
- Livehp - Reduces worm HP, displayed above each worm, as soon as that worm takes damage.
- Safe Kamikaze and Surrender - Requires CTRL+SPACE to activate Kamikaze or Surrender as a safety against accidents.
- Weapon panel - Adds, always visible, weapon panel for better visibility and improved gameplay.
As I changed any weapons' name, row or if it is the utility or not, I had to change the corresponding lib file name to avoid conflict with already existing ones. In turn, I had to change, both content and names, of lib files referring to such, renamed libs. This was achieved by adding
mc_ prefix to the original lib file names. I couldn't find a better way of doing this and even though I tried to keep such changes to a minimum, for some weapons I had no other choice as I was forced to move them across rows to fit them all inside one weapon table. I found the available 5x13 slots to be just enough, but anyone could add more weapons or even a second weapon table if desired.
Download and extract into your Worms Armageddon folder, host and have lots of fun!
Don't forget to leave a comment, or any suggestions that you have, that will improve playability and help get v3.3 out faster.
I encourage you to implement your own ideas and, perhaps, be the one to publish the next version

.
Finally, I'd like to express gratitude to wormers who's work I've used in this strategic, but funny scheme:
- Rafa(2)
- JoeDaddy
- Raffie
- Steps
- PyroMan
- Buxnaman
(I'm sorry if I accidentally skipped anyone!)
Special thanks to Ted for sparing time to write additional crates generator script. By the way, Ted, I need you(or anybody else) to make those crates not spawn over other objects or water, because, occasionally, crates land in water or on mines. If you see Ted, please, tell him about this post ;D
Download linkBelow, you'll find all weapons and utilities and their respective chances listed:
Weapons falling in crates,
in between turns, preceded by their respective chances, are:
- 4,04% - Multi-Bolt
- 4,04% - Sheep
- 4,04% - Bible Launcher
- 4,04% - Big Cluster Bomb
- 3,03% - Double Bazooka
- 3,03% - Sheep Launcher
- 3,03% - Grenade(x2)
- 3,03% - Real Shotgun
- 3,03% - Laser Gun
- 3,03% - Nuke Rocket
- 3,03% - Priceless Ming Vase
- 3,03% - Large Mole Bomb
- 3,03% - Flame Thrower
- 3,03% - Buffalo of Lies
- 3,03% - Burning Sheep Launcher
- 3,03% - Old Woman
- 3,03% - Superior Gravedigger
- 3,03% - S.M.A.R.T.E.R Bomb
- 2,02% - Patsy's Magic Bullet
- 2,02% - Mad Cow(x2)
- 2,02% - Large Skunk
- 2,02% - Petrol Bomb(x2)
- 2,02% - Hellish Hand-Grenade
- 2,02% - Holy Hand-Grenade
- 2,02% - Baseball Bat
- 2,02% - MB Bomb
- 2,02% - Bowling Ball Strike
- 2,02% - Mail Strike
- 2,02% - Heavy Air Strike
- 2,02% - Farting Sheep
- 2,02% - Salvation Army
- 2,02% - Bigger Bow
- 2,02% - Minigun
- 2,02% - Chilli Bomb
- 2,02% - Battle Axe
- 2,02% - Banana Bomb
- 2,02% - Gravler
- 2,02% - Homing Missile
- 1,01% - Earth Quake
Weapons falling in crates,
on enemy kill, preceded by their respective chances, are:
- 2,63% - Double Bazooka
- 2,63% - Homing Missile
- 2,63% - Gravler
- 2,63% - Granade
- 2,63% - Battle Axe
- 2,63% - Chilli Bomb
- 2,63% - Real Shotgun
- 2,63% - Minigun
- 2,63% - Laser Gun
- 2,63% - Bigger Bow
- 2,63% - Nuke Rocket
- 2,63% - Sheep
- 2,63% - Large Mole Bomb
- 2,63% - Baseball Bat
- 2,63% - Petrol Bomb
- 2,63% - Flame Thrower
- 2,63% - Superior Gravedigger
- 2,63% - Old Woman
- 2,63% - S.M.A.R.T.E.R. Bomb
- 2,5% - Bible Launcher
- 2,5% - Sheep Launcher
- 2,5% - Banana Bomb
- 2,5% - Big Cluster Bomb
- 2,5% - Multi-Bolt
- 2,5% - Priceless Ming Vase
- 2,5% - Farting Sheep
- 2,5% - Salvation Army
- 2,5% - Heavy Air Strike
- 2,5% - Mail Strike
- 2,5% - Bowling Ball Strike
- 2,5% - MB Bomb
- 2,5% - Earthquake
- 2,5% - Holy hand-Granade
- 2,5% - Hellish Hand-Granade
- 2,5% - Large Skunk
- 2,5% - Burning Sheep Launcher
- 2,5% - Mad Cow
- 2,5% - Buffalo Of Lies
- 2,5% - Patsy's Magic Bullet
Utilities falling in crates,
on enemy kill, preceded by their respective chances, are:
- 7,14% - Tazer
- 7,14% - Lightning Strike
- 7,14% - Health Crate
- 7,14% - Ninja Rope
- 7,14% - Magnetic Missile
- 7,14% - Sentry Gun
- 7,14% - Sentry Laser
- 7,14% - Select Worm
- 7,14% - Low Gravity
- 7,14% - Double Jump
- 7,14% - Damage*2
- 7,14% - Crate Spy
- 7,14% - Double Turn Time
- 7,14% - Crate Shower