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		<id>http://wiki.minegoboom.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Love.Dog.</id>
		<title>ASSS Wiki - User contributions [en]</title>
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		<updated>2026-04-15T03:39:29Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.28.2</generator>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=User_talk:Love.Dog.&amp;diff=5012</id>
		<title>User talk:Love.Dog.</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=User_talk:Love.Dog.&amp;diff=5012"/>
				<updated>2005-12-17T17:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Love.Dog.: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't believe I'm addicted to this thing. I add stuff, I don't really correct things that are wrong. If you believe that I shouldn't add the 'stuff', I will not add the 'stuff' - '''''Love.Dog.'''''&lt;/div&gt;</summary>
		<author><name>Love.Dog.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=LVZ_Scripting&amp;diff=5085</id>
		<title>LVZ Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=LVZ_Scripting&amp;diff=5085"/>
				<updated>2005-12-15T00:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Love.Dog.: /* Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LVZ scripts are used to generate .lvz files.&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
The general layout of a LVZ script is as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&amp;quot;arena name&amp;quot; date&lt;br /&gt;
&lt;br /&gt;
OutFile=some.lvz&lt;br /&gt;
&lt;br /&gt;
; files&lt;br /&gt;
&lt;br /&gt;
[objectimages]&lt;br /&gt;
&lt;br /&gt;
[mapobjects]&lt;br /&gt;
&lt;br /&gt;
[screenobjects]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Lines beginning with a semicolon are comments and are ignored by the LVZ compiler.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
You can add files such as graphics or sounds using mutliple File keys.&lt;br /&gt;
&lt;br /&gt;
Sound files must be wave (.wav) files; valid extensions are .wa2 and .wav, but there is little point in using .wa2.&lt;br /&gt;
It is a good idea to reduce the quality of the sound to reduce file size. However 4bit wave files do not work with Continuum.&lt;br /&gt;
&lt;br /&gt;
Acceptable image formats are bitmap (.bmp), jpeg (.jpg), gif (.gif) and png (.png). Images with any of these extensions can have their extensions replaced with the extension .bm2, but the chances of any .bm2 you find actually being a .bmp are usually good (as with .wa2 there is little point in using the .bm2 extension). &lt;br /&gt;
&lt;br /&gt;
It is also recommended that you make your graphic sizes a multiple of 16, because each tile is 16 pixels by 16 pixels. This makes your graphic match with the tiles.&lt;br /&gt;
&lt;br /&gt;
Note only the first frame of animated .gif's can be seen in game (see [[Animation]]). It is recommended to use .png format together with [http://pmt.sourceforge.net/pngcrush/ Pngcrush] to cut down on file size.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
File=Commands.hlp&lt;br /&gt;
File=ships.png&lt;br /&gt;
File=victoryl.wav&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Object Images ==&lt;br /&gt;
This section defines all the images that can be used in the map and screen object sections. The image file should exist in a File= entry too.&lt;br /&gt;
&lt;br /&gt;
The format is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IMAGE&amp;lt;number&amp;gt;=&amp;lt;filename&amp;gt;[,&amp;lt;x tiles&amp;gt;,&amp;lt;y tiles&amp;gt;,&amp;lt;anim period&amp;gt;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*''number'' starts at 0 and goes up to 255&lt;br /&gt;
*''filename'' is a file already defined with a File=&lt;br /&gt;
*''x tiles'' is how many frames wide the animation is&lt;br /&gt;
*''y tiles'' is how many frames high the animation is&lt;br /&gt;
*''anim period'' is the total length of the animation&lt;br /&gt;
&lt;br /&gt;
''x tiles'', ''y tiles'' and ''anim period'' are all optional. They will be set to 1, 1, 100 by default as can be seen in the example below. See [[Animation]] for more information on animations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
File=gameover.png&lt;br /&gt;
File=10anim.png&lt;br /&gt;
&lt;br /&gt;
[objectimages]&lt;br /&gt;
IMAGE0=gameover.png,1,1,100&lt;br /&gt;
IMAGE1=10anim.png,2,5,1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Map Objects ==&lt;br /&gt;
Some uses for map objects are changing the background, zone news or creating the effect of having more tiles.&lt;br /&gt;
&lt;br /&gt;
The format is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;x coord&amp;gt;,&amp;lt;y coord&amp;gt;,&amp;lt;image&amp;gt;,&amp;lt;layer&amp;gt;[,&amp;lt;mode&amp;gt;,&amp;lt;display time&amp;gt;,&amp;lt;object id&amp;gt;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*''x coord'' is the x position of the image on the map in [[Pixels|pixels]].&lt;br /&gt;
*''y coord'' is the y position of the image on the map in pixels.&lt;br /&gt;
0,0 is the top left of the map. Negative values are allowed.&lt;br /&gt;
&lt;br /&gt;
*''image'' is an image from the object images section&lt;br /&gt;
*''layer'' is how the image is to be drawn. The available layers are:&lt;br /&gt;
**BelowAll&lt;br /&gt;
**AfterBackground&lt;br /&gt;
**AfterTiles&lt;br /&gt;
**AfterWeapons&lt;br /&gt;
**AfterShips&lt;br /&gt;
**AfterGauges&lt;br /&gt;
**AfterChat&lt;br /&gt;
**TopMost&lt;br /&gt;
&lt;br /&gt;
The following are optional:&lt;br /&gt;
*''mode'' is when the image is to be displayed. The available modes are:&lt;br /&gt;
**ShowAlways - This is default and means that this object is visible. &lt;br /&gt;
**EnterZone - The object is displayed to players who enter zone for ''display time''&lt;br /&gt;
**EnterArena - The object is displayed to players who enter arena for ''display time''&lt;br /&gt;
**Kill - The object is displayed to players who kill somebody else for ''display time''&lt;br /&gt;
**Death - The object is displayed to players who die and for ''display time''&lt;br /&gt;
**ServerControlled - Use this if the object will be controlled by some other means.&lt;br /&gt;
*''display time'' is how long the image will be seen for. The time is in 1/100th of a second however the resolution is only 1/10th of a second. Putting 0 here means display forever. 0 is also the default.&lt;br /&gt;
*''object id'' is used when controlling objects. The default is 0. You are allowed multiple objects with the same object id.&lt;br /&gt;
&lt;br /&gt;
Here is a complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
File=all.jpg&lt;br /&gt;
File=your.gif&lt;br /&gt;
File=base.png&lt;br /&gt;
&lt;br /&gt;
[objectimages]&lt;br /&gt;
IMAGE0=all.jpg&lt;br /&gt;
IMAGE1=your.gif&lt;br /&gt;
IMAGE2=base.png&lt;br /&gt;
&lt;br /&gt;
[mapobjects]&lt;br /&gt;
8192,8192,IMAGE0,AfterTiles,ServerControlled,500,1&lt;br /&gt;
0,0,IMAGE2,AfterTiles&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screen Objects ==&lt;br /&gt;
These are images that appear on the users HUD, such that when the player moves the images also move or stay relative to the gauges.&lt;br /&gt;
&lt;br /&gt;
The format is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;x coord&amp;gt;,&amp;lt;y coord&amp;gt;,&amp;lt;image&amp;gt;,&amp;lt;layer&amp;gt;[,&amp;lt;mode&amp;gt;,&amp;lt;display time&amp;gt;,&amp;lt;object id&amp;gt;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
See [[#Map Objects|Map Objects]] for information on ''image'', ''layer'', ''mode'', ''display time'' and ''object id''.&lt;br /&gt;
&lt;br /&gt;
The ''x coord'' and ''y coord'' are relative to the top left of the screen. However you can change this using the following modifiers:&lt;br /&gt;
[[Image:Refpoints.gif|thumb|Click for larger view indicating the locations of the modifiers.]]&lt;br /&gt;
* C - screen center.&lt;br /&gt;
* B - bottom-right corner.&lt;br /&gt;
* S - stats box lower right corner.&lt;br /&gt;
* E - below energy bar/spec data.&lt;br /&gt;
* G - top right corner of specials.&lt;br /&gt;
* F - bottom right corner of specials.&lt;br /&gt;
* W - top left corner of weapons.&lt;br /&gt;
* V - bottom left corner of weapons.&lt;br /&gt;
* T - top left corner of chat.&lt;br /&gt;
* R - top left corner of radar.&lt;br /&gt;
* O - top left corner of radar text. This is the captial letter O, not the number zero.&lt;br /&gt;
Note that x and y can have different prefixes, R-10,B-10 for example.&lt;br /&gt;
&lt;br /&gt;
Screen objects example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
File=arebelong.jpg&lt;br /&gt;
File=tous.gif&lt;br /&gt;
&lt;br /&gt;
[objectimages]&lt;br /&gt;
IMAGE0=arebelong.jpg&lt;br /&gt;
IMAGE1=tous.gif&lt;br /&gt;
&lt;br /&gt;
[mapobjects]&lt;br /&gt;
&lt;br /&gt;
[screenobjects]&lt;br /&gt;
C-146,29,IMAGE1,AfterChat,EnterZone,3000&lt;br /&gt;
12,12,IMAGE0,AfterTiles,ServerControlled,100000,1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Love.Dog.</name></author>	</entry>

	<entry>
		<id>http://wiki.minegoboom.com/index.php?title=Ship_Settings&amp;diff=3870</id>
		<title>Ship Settings</title>
		<link rel="alternate" type="text/html" href="http://wiki.minegoboom.com/index.php?title=Ship_Settings&amp;diff=3870"/>
				<updated>2005-12-14T23:59:05Z</updated>
		
		<summary type="html">&lt;p&gt;Love.Dog.: /* TurretLimit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]'''&amp;lt;br&amp;gt;&lt;br /&gt;
These settings determine the properties of each of the eight ships. These go in an arena's .[[cfg file]] for [[subgame]] and in [[arena.conf]] for [[ASSS]]. Ship names themselves can be changed with [[shipinfo.dat]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 20px; margin-bottom: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== InitialRotation ===&lt;br /&gt;
''Datatype:'' 90&amp;amp;deg;/ second / 100 (That is, 400 for a full rotation in 1s).&lt;br /&gt;
&lt;br /&gt;
Initial rotation rate of the ship.&lt;br /&gt;
&lt;br /&gt;
=== InitialThrust ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Initial thrust of ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / second / 10.&lt;br /&gt;
&lt;br /&gt;
Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialRecharge ===&lt;br /&gt;
''Datatype:'' Energy / second / 10.&lt;br /&gt;
&lt;br /&gt;
Initial recharge rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Initial amount of energy that the ship can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaximumRotation ===&lt;br /&gt;
''Datatype:'' 90&amp;amp;deg;/(seconds / 100) (That is, 400 for a full rotation in 1s).&lt;br /&gt;
&lt;br /&gt;
Maximum (with upgrades) rotation rate of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaximumThrust ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Maximum (with upgrades) thrust of ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaximumSpeed === &lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
Maximum (with upgrades) speed of ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaximumRecharge === &lt;br /&gt;
''Datatype:'' Energy / seconds / 10. (That is, 10 means 1 energy per second.)&lt;br /&gt;
&lt;br /&gt;
Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaximumEnergy === &lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Maximum (with upgrades) amount of energy that the ship can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UpgradeRotation ===&lt;br /&gt;
''Datatype:'' 90&amp;amp;deg;/(seconds / 100) (That is, 400 for a full rotation in 1s).&lt;br /&gt;
&lt;br /&gt;
Amount added per Rotation Upgrade Prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UpgradeThrust ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Amount added per Thruster Upgrade Prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UpgradeSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
Amount added per Speed Upgrade Prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UpgradeRecharge === &lt;br /&gt;
''Datatype:''Energy / seconds / 10..&lt;br /&gt;
&lt;br /&gt;
Amount added per Recharge Upgrade Prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UpgradeEnergy === &lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Amount added per Energy Upgrade Prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CloakStatus ===&lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Whether ships can to receive [[Cloak]].&lt;br /&gt;
* 0 = no&lt;br /&gt;
* 1 = yes&lt;br /&gt;
* 2 = yes &amp;amp; starts with prize&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StealthStatus === &lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Whether ships can to receive [[Stealth]].&lt;br /&gt;
* 0 = no&lt;br /&gt;
* 1 = yes&lt;br /&gt;
* 2 = yes &amp;amp; starts with prize&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XRadarStatus === &lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Whether ships can to receive [[X-Radar]].&lt;br /&gt;
* 0 = no&lt;br /&gt;
* 1 = yes&lt;br /&gt;
* 2 = yes &amp;amp; starts with prize&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AntiWarpStatus === &lt;br /&gt;
''Datatype:'' Enumeration.&lt;br /&gt;
&lt;br /&gt;
Whether ships can receive [[AntiWarp]].&lt;br /&gt;
* 0 = no&lt;br /&gt;
* 1 = yes&lt;br /&gt;
* 2 = yes &amp;amp; starts with prize&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CloakEnergy ===&lt;br /&gt;
''Datatype:'' Energy / second / 10 (0 to 32000).&lt;br /&gt;
&lt;br /&gt;
Amount of energy required to have '''Cloak''' activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== StealthEnergy === &lt;br /&gt;
''Datatype:'' Energy / second / 10 (0 to 32000).&lt;br /&gt;
&lt;br /&gt;
Amount of energy required to have '''Stealth''' activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XRadarEnergy === &lt;br /&gt;
''Datatype:'' Energy / second / 10 (0 to 32000).&lt;br /&gt;
&lt;br /&gt;
Amount of energy required to have '''X-Radar''' activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AntiWarpEnergy === &lt;br /&gt;
''Datatype:'' Energy / second / 10 (0 to 32000).&lt;br /&gt;
&lt;br /&gt;
Amount of energy required to have '''Anti-Warp''' activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialRepel ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Repel]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialBurst === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Burst]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialBrick === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Brick]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialRocket === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Rocket]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialThor === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Thor's Hammer]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialDecoy === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Decoy]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialPortal === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
[[Portal]]s given to ships when they spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialGuns ===&lt;br /&gt;
''Datatype:'' Weapon level (0 to 3).&lt;br /&gt;
&lt;br /&gt;
[[Bullet|Gun]] level given to ships at respawn. Note that a ship cannot start with L4 guns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialBombs === &lt;br /&gt;
''Datatype:'' Weapon level (0 to 3).&lt;br /&gt;
&lt;br /&gt;
[[Bomb]] level given to ships at respawn. Note that a ship cannot start with L4 bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RepelMax ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Repels''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BurstMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Bursts''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DecoyMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Decoys''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== RocketMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Rockets''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ThorMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Thor's Hammers''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BrickMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Bricks''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PortalMax === &lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum '''Portals''' a ship can store. Any Repel prizes after this will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxGuns ===&lt;br /&gt;
''Datatype:'' Weapon level (0 to 3).&lt;br /&gt;
&lt;br /&gt;
Maximum '''gun''' level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxBombs === &lt;br /&gt;
''Datatype:'' Weapon level (0 to 3).&lt;br /&gt;
&lt;br /&gt;
Maximum '''bomb''' level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BulletFireEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Base energy it takes a ship to fire a bullet. ''Formula:'' EnergyUsed = GunLevel * BulletFireEnergy. So this setting is for an L1 bullet, and is doubled for L2, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BulletSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / second / 10.&lt;br /&gt;
&lt;br /&gt;
How fast bullets travel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BulletFireDelay ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
Delay before a ship can fire another weapon after it fires a bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MultiFireEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Energy it takes a ship to fire a set of multifire bullets. ''Formula:'' EnergyUsed = GunLevel * MultiFireEnergy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MultiFireDelay ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
Delay before a ship can fire another weapon after it fires a set of multifire bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MultiFireAngle ===&lt;br /&gt;
''Datatype:'' Rotation Points / 1000. (''Note:'' One rotation point equals exactly 9&amp;amp;deg;.)&lt;br /&gt;
&lt;br /&gt;
Angle spread between multi-fire bullets and standard forward-firing bullets.&lt;br /&gt;
&lt;br /&gt;
=== DoubleBarrel ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes, 0=no).&lt;br /&gt;
&lt;br /&gt;
Whether ships fire double-barrel bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BombFireEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Amount of energy it takes a ship to fire a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BombFireEnergyUpgrade ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Extra energy it takes a ship to fire an upgraded bomb. ''Formula:'' EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.&lt;br /&gt;
&lt;br /&gt;
=== BombThrust ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Amount of back-thrust (recoil) this ship receives when firing a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BombBounceCount ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Times a bomb fired by this ship can bounce before it explodes on impact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BombSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
How fast bombs fired by this ship travel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BombFireDelay ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
Delay before this ship can fire another weapon after it fires a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EmpBomb ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes, 0=no).&lt;br /&gt;
&lt;br /&gt;
Whether this ship fires EMP bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SeeBombLevel ===&lt;br /&gt;
''Datatype:'' Weapon Level (0 to 4).&lt;br /&gt;
&lt;br /&gt;
Lowest level of bombs this ship can see on radar. ''Special Value:'' 0 = no bombs on radar. (Continuum .36+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MaxMines ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Maximum number of mines this ship can place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SeeMines ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes, 0=no).&lt;br /&gt;
&lt;br /&gt;
Whether ships see mines on radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LandmineFireEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Energy it takes this ship to place an L1 mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LandmineFireEnergyUpgrade ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Extra energy it takes to place an upgraded landmine. ''Formula:'' EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LandmineFireDelay ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
Delay before a ship can fire another weapon after it drops a landmine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShrapnelMax ===&lt;br /&gt;
''Datatype:'' Count (0 to 31).&lt;br /&gt;
&lt;br /&gt;
Maximum shrapnel pieces released from this ship's bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShrapnelRate === &lt;br /&gt;
''Datatype:'' Count (0 to 31).&lt;br /&gt;
&lt;br /&gt;
Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BurstSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
How fast the burst &amp;quot;shrapnel&amp;quot; move for this ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BurstShrapnel ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Burst shrapnel released when this ship fires a [[Burst]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TurretThrustPenalty ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
This ship's thrust is decreased this much when a turret it riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TurretSpeedPenalty ===&lt;br /&gt;
''Datatype:'' Pixels / second / 10.&lt;br /&gt;
&lt;br /&gt;
This ship's speed is decreased this much when a turret it riding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TurretLimit ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of turrets allowed on this ship.&lt;br /&gt;
If you don't want ships to attach, set TurretLimit to 0.&lt;br /&gt;
&lt;br /&gt;
=== RocketTime ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
How long a [[Rocket]] lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== InitialBounty ===&lt;br /&gt;
''Datatype:'' Count.&lt;br /&gt;
&lt;br /&gt;
Number of prizes given to this ship when it spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AttachBounty ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Bounty required by ships to attach to another ship to form a turret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AfterburnerEnergy ===&lt;br /&gt;
''Datatype:'' Energy.&lt;br /&gt;
&lt;br /&gt;
Energy required to have 'Afterburners' activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DisableFastShooting ===&lt;br /&gt;
''Datatype:'' Boolean (1=yes, 0=no).&lt;br /&gt;
&lt;br /&gt;
Whether firing bullets, bombs, or thors is disabled after using afterburners. (Continuum .36+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radius ===&lt;br /&gt;
''Datatype:'' Pixels.&lt;br /&gt;
&lt;br /&gt;
The ship's radius from center to outside. ''Special Value:'' 0 = 14 pixels. (Continuum .37+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DamageFactor ===&lt;br /&gt;
''Datatype:'' Factor (0 to 5000).&lt;br /&gt;
&lt;br /&gt;
How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) ''Special Value:'' 0 = never.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PrizeShareLimit ===&lt;br /&gt;
''Datatype:'' Points.&lt;br /&gt;
&lt;br /&gt;
Maximum bounty that this ship can receive by Team Prizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SuperTime ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
How long [[Superpower]] lasts for this ship. The actual time is random up to this value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ShieldsTime ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
How long [[Shields]] last for this ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gravity ===&lt;br /&gt;
''Datatype:'' Factor.&lt;br /&gt;
&lt;br /&gt;
Modifies radius over which a [[wormhole]]'s gravity has an effect.&lt;br /&gt;
&lt;br /&gt;
''Formula:'' EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500.&lt;br /&gt;
&lt;br /&gt;
The setting for Warbird also controls how far out bombs/mines are effected by wormholes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GravityTopSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that '''this does not replace the previous speed'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SoccerBallFriction ===&lt;br /&gt;
''Datatype:'' Unknown.&lt;br /&gt;
&lt;br /&gt;
Amount of friction on the [[soccer]] ball when it is not carried by a ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SoccerBallProximity ===&lt;br /&gt;
''Datatype:'' Pixels.&lt;br /&gt;
&lt;br /&gt;
How close the ship must be in order to pick up a ball. Set this to 0 to disallow the ship from picking up a ball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SoccerBallSpeed ===&lt;br /&gt;
''Datatype:'' Pixels / seconds / 10.&lt;br /&gt;
&lt;br /&gt;
Initial speed given to the ball when fired by this ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SoccerThrowTime ===&lt;br /&gt;
''Datatype:'' Seconds / 100.&lt;br /&gt;
&lt;br /&gt;
Time player has to carry soccer ball before it automatically fires (out the back of the ship).&lt;br /&gt;
&lt;br /&gt;
If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.&lt;br /&gt;
&lt;br /&gt;
[[Category: Settings]]&lt;/div&gt;</summary>
		<author><name>Love.Dog.</name></author>	</entry>

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