Game Style

A Game Style (or Scheme) is a set of options which determines how game-play in a given round of Worms will work. In addition to several presets (such as Beginner and Holy War), players can create, edit, and name their own Game Styles.

Game Options

 * -|Armageddon=
 * -|Revolution=
 * Wins - Number of game wins required to win the round.
 * Possible values: 1 - 3
 * Round Time - The length of time before Sudden Death starts.
 * Possible values: 0 - 30 (increments of 5)
 * Turn Time - The length of time per turn.
 * Possible values: 15, 20, 30, 45, 60, or 90 seconds
 * Worm Health - How much HP each Worm has at the start of a round.
 * Possible values: 50 - 200 (increments of 50)
 * Retreat Time - The amount of time Worms get to move after using a weapon.
 * Possible values: 0, 3, or 5 seconds
 * Worm Movement - Changes whether Worms can move.
 * Sudden Death - What happens when the Round Time runs out.
 * Possible values: Sink, 1 Health, Both, or None
 * Fall Damage - Whether or not Worms take fall damage.
 * Rope Retreat - Amount of time Worms get to move after dropping from a Ninja Rope.
 * Possible values: 0, 3, or 5 seconds
 * Rope Swings - Number of swings Worms get with Ninja Ropes.
 * Possible values: 1 - 5, or infinite
 * Worm Select - How it is determined which Worm will be controlled every turn.
 * Teleport In - How Worms are placed at the start of the game.
 * Girder Restriction - Whether or not Girder placement range is limited.
 * Hot-seat Time - The amount of time given for players in a hot-seat game to take control.
 * Possible values: 0, 3, or 5 seconds
 * Indestructible Terrain - Whether or not the terrain can be damaged.
 * Jet Pack Fuel - How much fuel the Jet Pack utility has.
 * Possible values: Low, Medium, or High
 * Water Rise Rate - How quickly water rises during Sudden Death.
 * Possible values: Slow, Normal, or Fast

Weapon Options
- Whether or not players teams will start with their special weapons.
 * -|Armageddon=
 * Ammo - How many uses of each weapon each player will start with. Ranges from 0 - 9, or can be set to infinite.
 * Delay - How many turns must elapse before the weapon can be used by either side. Ranges from 0 - 9.
 * Power - Relative strength of the weapon. Ranges from 1 - 5.
 * Crates - Relative chance that the weapon will be found in a crate. Ranges from 0 - 5.

- Allows ammo and delay to be set for certain unlockable weapons.

- Toggles whether superweapons will appear.


 * -|Revolution=
 * Ammo - How many uses of each weapon each player will start with. Ranges from 0 - 9, or can be set to infinite.
 * Delay - How many turns must elapse before the weapon can be used by either side. Ranges from 0 - 9.

Object Options

 * -|Revolution=
 * Max Crates Per Turn - How many crates (total, of all varieties) can spawn per turn.
 * Possible values: 0 - 3
 * Weapon Drop - Percent chance per turn that a weapon crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Utility Drop - Percent chance per turn that a utility crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Health Drop - Percent chance per turn that a health crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Health Value - How much health a health crate will give.
 * Possible values: 25 - 100 (increments of 25)
 * Coin Drop - Percent chance per turn that a coin crate will spawn.
 * Possible values: 0 - 30% (increments of 5), 90%
 * Mines - How many mines will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Mine Fuse - How long it takes for triggered mines to explode.
 * Possible values: 1 - 3 seconds, Random, or Instant
 * Dud Mines - Whether or not dud mines will appear.
 * Oil Drums - How many oil drums will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Physics Objects - How many physics objects will spawn on the stage.
 * Possible values: None, Some, Few, or Lots
 * Dynamic Water - Whether or not dynamic water will spawn.