On Overriding Components of The Modkit
You do what the module tells you to do or you explode.
This manual only provides instructions for mission makers to override the normal behavior of The Modkit. If you want to solve the module, refer to this manual.
For mission makers, you can specify which components are enforced by using the following: “[The Modkit] # # #” where # are numbers between 0 and 39 inclusive. The details for each given numbers are followed here:
- 0: Normal handling, edgework is required to obtain needed components.
- 1-32: Enforce specific components. When subtracted by 1, and then converted into 5 digit binary, padding leading 0s to the left, these will enforce the following components in this order, where 1 represents the component being enforced:
- Arrows
- LED
- Alphabet
- Symbols
- Wires
- 33: Enforce a random set of 1 component.
- 34: Enforce a random set of 2 components.
- 35: Enforce a random set of 3 components.
- 36: Enforce a random set of 4 components.
- 37: Enforce components randomly.
- 38: Enforce components randomly, but ensure at least 1 component is selected.
- 39: Enforce components based on the module ID used for logging.
Each instance of the string mentioned above creates a “bag” of values that randomly gets picked for each Modkit that is present on the bomb.
For multiple Modkits, multiple “bags” can be specified for each Modkit to pick individually.
If a “bag” is exhausted or does not exist for the current Modkit, the Modkit will pull from the next bag, in order of the strings used in the mission, wrapping around to the first if necessary. If all “bags” are exhausted, the Modkit will default to normal handling.