Difference between revisions of "Prize Settings"

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m (Reverted edit of Zc321, changed back to last version by Cyan~Fire)
 
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=== MultiPrizeCount ===
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[Prize] These settings determine how subgame treats prizes (greens).
Number of random 'Greens' given with a 'MultiPrize'
 
  
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=== MultiPrizeCount ===
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''Datatype:'' Count.
  
=== PrizeFactor ===
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Amount of prizes within a multiprize green.
Number of prizes hidden is based on number of players in game.  This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person)
 
  
  
=== PrizeDelay ===  
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=== PrizeFactor ===
How often prizes are regenerated (in hundredths of a second)
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''Datatype:'' Factor (0 to 10000).
  
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Adjusts number of prizes generated per player. ''Formula:'' NumPrizes = PrizeFactor * PlayerCount / 1000.
  
=== PrizeHideCount ===
 
Number of prizes that are regenerated every PrizeDelay.
 
  
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=== PrizeDelay ===
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''Datatype:'' Hundredths of seconds.
  
=== MinimumVirtual ===
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How often server regenerates prizes.
Distance from center of arena that prizes/flags/soccer-balls will generate
 
  
  
=== UpgradeVirtual ===  
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=== PrizeHideCount ===
Amount of additional distance added to MinimumVirtual for each player that is in the game.
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''Datatype:'' Count.
  
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Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).
  
=== PrizeMaxExist ===  
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Maximum amount of time that a hidden prize will remain on screen. (actual time is random)
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=== MinimumVirtual ===
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''Datatype:'' Tiles.
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Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.
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=== UpgradeVirtual ===
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''Datatype:'' Tiles.
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Additional distance added to MinimumVirtual per player in game.
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=== PrizeMaxExist ===
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''Datatype:'' Hundredths of seconds.
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Maximum random time that a hidden prize will remain on screen.
  
  
 
=== PrizeMinExist ===  
 
=== PrizeMinExist ===  
Minimum amount of time that a hidden prize will remain on screen. (actual time is random)
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''Datatype:'' Hundredths of seconds.
  
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Minimum random time that a hidden prize will remain on screen.
  
=== PrizeNegativeFactor ===
 
Odds of getting a negative prize.  (1 = every prize, 32000 = extremely rare)
 
  
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=== PrizeNegativeFactor ===
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''Datatype:'' Factor (0 to 32000).
  
=== DeathPrizeTime ===
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The chance of greening a negative prize, higher values mean less likely, 0 means never. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.
How long the prize exists that appears after killing somebody.
 
  
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=== DeathPrizeTime ===
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''Datatype:'' Hundredths of seconds.
  
=== EngineShutdownTime ===
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Time the prize exists that appears after killing somebody.
Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second)
 
  
  
=== TakePrizeReliable ===  
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=== EngineShutdownTime ===
* Min: 0
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''Datatype:'' Hundredths of seconds.
* Max: 1
 
Whether prize packets are sent reliably (C2S)
 
  
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How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.
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=== TakePrizeReliable ===
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''Datatype:'' Boolean (1=yes, 0=no).
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Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.
  
 
=== S2CTakePrizeReliable ===  
 
=== S2CTakePrizeReliable ===  
* Min: 0
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''Datatype:'' Boolean (1=yes, 0=no).
* Max: 1
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Whether prize packets are sent reliably (S2C)
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Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 03:53, 30 November 2005

[Prize] These settings determine how subgame treats prizes (greens).

MultiPrizeCount

Datatype: Count.

Amount of prizes within a multiprize green.


PrizeFactor

Datatype: Factor (0 to 10000).

Adjusts number of prizes generated per player. Formula: NumPrizes = PrizeFactor * PlayerCount / 1000.


PrizeDelay

Datatype: Hundredths of seconds.

How often server regenerates prizes.


PrizeHideCount

Datatype: Count.

Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).


MinimumVirtual

Datatype: Tiles.

Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.

UpgradeVirtual

Datatype: Tiles.

Additional distance added to MinimumVirtual per player in game.


PrizeMaxExist

Datatype: Hundredths of seconds.

Maximum random time that a hidden prize will remain on screen.


PrizeMinExist

Datatype: Hundredths of seconds.

Minimum random time that a hidden prize will remain on screen.


PrizeNegativeFactor

Datatype: Factor (0 to 32000).

The chance of greening a negative prize, higher values mean less likely, 0 means never. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.

DeathPrizeTime

Datatype: Hundredths of seconds.

Time the prize exists that appears after killing somebody.


EngineShutdownTime

Datatype: Hundredths of seconds.

How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.

TakePrizeReliable

Datatype: Boolean (1=yes, 0=no).

Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.

S2CTakePrizeReliable

Datatype: Boolean (1=yes, 0=no).

Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)