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Crater

Leaves a crater where the animation plays, or makes the smudge one of the craters that can be left.

Animation crater

Specification — Animation crater
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

A crater is stamped where the animation stands, on the frame whose artwork covers the most ground, and only while the animation is standing less than 30 leptons above the ground beneath it. The crater is picked at random from the smudge types that declare themselves craters and fit the location: a cell that already carries a smudge of any kind takes none, and neither does a ramp, a cell holding an overlay, a cell a building stands on, a cell outside the playable area, or ground the theater’s tile does not allow marks on. Multiple cell craters join the candidates only where that largest frame measures more than 48 pixels across and 40 down.

Cratering also strips Tiberium from the cell, as Damage explains. Both effects run each time the animation passes that frame, so a looping animation repeats them, though a cell already marked takes no second mark.

Scorch takes precedence over this setting: an animation declaring both leaves a scorch mark half the time and a crater the other half, never both.

Crater smudge

Specification — Crater smudge
Applies to
SmudgeType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The flag is what puts a smudge type into the pool a crater is chosen from. Nothing else does: Craters covers the list that looks as though it should and does not.

The pool is gathered afresh every time the ground is cratered. Every registered smudge type carrying the flag is offered the spot, those whose block will not fit there are dropped, and one of the survivors is picked at random; Height covers the fit test and the size grouping that narrows the survivors further.

Two things ask for a crater. An animation carrying Crater=yes asks as it reaches its widest frame, after stripping six growth stages of Tiberium from the cell; it craters on every occurrence unless the animation also carries Scorch=yes, which turns each occurrence into a coin flip between the two pools. And a structure coming down asks in the two ways Burn describes, each of them a coin flip every time.

rules.ini
[MYCRATER] ; example two-by-two crater
Crater=yes
Width=2
Height=2

The flag is independent of Burn on a smudge type. A type carrying both belongs to both pools, and a type carrying neither is registered, is given artwork, and is never placed by anything.