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Scheme Editor/Maker
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Scheme #2089
FMA's Pro Mole
FMA's Pro Mole Shopper
Scheme #2089, Viewed 2349 Time(s)
Basic Information
Summary
Util.
F4
F5
F7
F8
F12
Crate probability
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
1.9%
Scheme Rate
4.25 / 5
Total Members Voted: 8
Acronym:
FMA's Pro Mole
Name:
FMA's Pro Mole Shopper
Type:
Battle
Submitted by:
FMA
Download this scheme:
Downloaded 954 time(s).
27 members and about 927 guests have downloaded this scheme.
FMA
June 04, 2016, 02:23 PM
Aerox
June 25, 2016, 03:59 PM
Scully
November 05, 2016, 03:39 PM
DaveDiabolisch
November 08, 2016, 03:16 PM
BOROTALCO
November 12, 2016, 03:54 PM
jaguar
November 16, 2016, 04:25 PM
`GoLd
October 12, 2017, 03:48 PM
Quai
May 15, 2018, 09:13 PM
Earthling
May 16, 2018, 07:03 PM
SIBASA
May 19, 2018, 09:48 AM
CrazyLittle
May 22, 2018, 05:43 PM
rUNaW4y
March 21, 2020, 11:35 AM
Nous
July 31, 2020, 06:38 AM
oScarDiAnno
July 31, 2020, 05:04 PM
j0e
July 31, 2020, 11:03 PM
danie
August 17, 2020, 01:39 AM
desitter
November 10, 2020, 03:16 PM
Run
October 06, 2021, 05:05 PM
#AnythingGoes
November 08, 2021, 08:49 AM
Zalo the moler
November 08, 2021, 05:02 PM
VoK
November 18, 2021, 02:03 PM
liav
December 01, 2021, 04:44 PM
Mai
December 02, 2021, 04:22 PM
Pinkman
May 03, 2022, 08:41 PM
Jago
January 21, 2023, 06:11 PM
Conway XIII
December 12, 2023, 11:08 AM
dsa
February 09, 2024, 11:20 PM
Example replays:
Downloaded 352 time(s)
Time:
June 04, 2016, 02:18 PM
Description:
My Mole Shopper scheme is
almost the same as Ramone's scheme that is used in TUS leagues
, but with a few differences, which improve the scheme IMO:
There is
no Mortar, Uzi or Dragon Ball
to be found in crates. These weapons are useless 95% of the time as they have too little offensive and tactical value, thus not being strategically relevant as far as the scheme goes. There is no point in wasting turns to go for crates if you can find useless stuff (they're empty crates for such a scheme pretty much) while your opponent may find x3 Cluster Bombs in a single crate or even Banana Bomb, so it's ideal to have enabled only the weak weapons that can actually do something effective, such as Mine and Homing Missile, to balance with the strong ones in your inventory. If you're going to farm for crates, they must be worth the turns spent, because you could be spending them for other purposes instead.
The other difference is
the inclusion of Prod
(normal power – 3) as an infinite weapon in the inventory as I've seen no reason not to have it. If I eventually find any good reason to remove it or if anyone points out any, I will do it.
Edit:
I only fixed two improper settings originating from Ramone's scheme, which do not alter anything in regards to the gameplay of the scheme:
The weapon delays Ramone forgot to remove from the Intermediate scheme are now disabled.
This setting is required if all players are using Worms Armageddon version 3.8, otherwise the delayed weapons will be prevented from spawning in crates from the beginning of the games.
The Stockpiling mode is now off
as teams aren't supposed to start the game with weapons and utilities from previous rounds, even in the case of a draw, since it's a shopping type of scheme. This also allows adjusting in-game the Victories Required option according to the number of rounds arranged by the players (e.g. Bo1, Bo3, Bo5...).
Scheme game options
Game options
200
1
100%
Time options
5
45
8
8
5
Crate options
25
Sudden death options
5
Objects options
6
3
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
0
1
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
Inf
0
0
0
0
Inf
0
0
0
0
0
Inf
Inf
Inf
0
0
0
Inf
Inf
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
30
13
1
1
1
10
3
5
3
3
3
3
3
3
1
3
11
3
3
3
14
14
3
1
3
3
3
3
3
14
10
10
1
1
1
15
15
3
15
1
5
1
13
1
1
1
3
10
1
1
14
10
1
1
1
3
3
1
1
1
1
1
1
1
1
1
0
9.52%
0
9.52%
0
19.04%
0
9.52%
0
4.76%
1
3.92%
1
3.92%
0
0%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
0
???
1
3.92%
0
0%
0
0%
1
3.92%
1
3.92%
1
3.92%
0
0%
0
0%
0
???
0
0%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
0
0%
1
3.92%
1
3.92%
0
???
0
???
0
???
0
0%
0
0%
0
0%
1
3.92%
0
???
0
0%
0
0%
0
0%
0
0%
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
0
???
0
0%
0
0%
0
1.96%
0
???
0
???
0
0%
Scheme extended game options
Modified values
Physics
Gameplay 1
Gameplay 2
Glitch Emulation
Input
Visual
RubberWorm
Scheme extended game options
No extended options has been modified.
Constant Wind
Wind
100
Wind Bias
15
Gravity
0.23999
Terrain Friction
0.95999
Rope Knocking
255
Phased Worms (Allied)
Off
Phased Worms (Enemy)
Off
Explosions push all objects
Default
Pneumatic Drill imparts velocity
Default
Petrol Turn Decay
0.19998
Petrol Touch Decay
30
Maximum flamelet count
200
Maximum projectile speed
32.00000
Maximum rope speed
16.00000
Maximum Jet Pack speed
5.00000
Unrestrict Rope
Maximum crate count on map at once
5
Sudden Death disables Worm Select
Sudden Death worm damage per turn
5
Batty Rope
Rope-roll drops
Disabled
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Lose control
Fall damage is triggered by explosions
Undetermined Crates
Default
Undetermined Fuses
Default
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Game engine speed
1.00000
Fractional round timer
Automatic end-of-turn retreat
Health crates cure poison
Cure all worms in team
Sheep Heaven's gate
explode + fuse + odds
Conserve instant utilities
Expedite instant utilities
Double Time stack limit
1
Indian Rope glitch
Default
Herd-doubling glitch
Default
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Possible
Block roofing
Allow roofing
Floating weapon glitch
Terrain overlap phasing glitch
Default
Auto-Place Worms by Ally
Circular Aim
Anti-lock Aim
Anti-lock Power
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
Girder Radius Assist
Blood Level
255
RubberWorm bounciness
0.00000
RubberWorm air viscosity
0.00000
RubberWorm air viscosity applies to Worms
RubberWorm wind influence
0.00000
RubberWorm wind influence applies to Worms
RubberWorm gravity type
Unmodified
RubberWorm gravity strength
1.00000
RubberWorm crate rate
0
RubberWorm crate shower
RubberWorm anti-sink
RubberWorm remember weapons
RubberWorm extended fuses/herds
RubberWorm anti-lock aim
RubberWorm Kaos mod
20, 10, 15, 5, 10, 15, 10, 15, 5
Help