Difference between revisions of "Kill Settings"

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m (Pasted flag settings here on accident.)
(new format, desc, rm king section)
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=== MaxBonus ===
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[Kill] How subgame managers kill rewards and bounties in an arena.
Let's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB
 
  
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=== MaxBonus ===
 +
''Datatype:'' Points.
  
=== MaxPenalty ===
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This is if you have flags, can add more points per a kill. (Founded by MGB.)
Let's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB
 
  
  
=== RewardBase ===  
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=== MaxPenalty ===
Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB
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''Datatype:'' Points.
  
 +
This is if you have flags, can take away points per a kill. (Founded by MGB.)
  
=== BountyIncreaseForKill ===
 
Number of points added to players bounty each time he kills an opponent.
 
  
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=== RewardBase ===
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''Datatype:'' Points.
  
=== EnterDelay ===
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This is shown added to a person's bty, but isn't added from points for a kill. (Founded by MGB.)
How long after a player dies before he can re-enter the game.
 
  
  
=== KillPointsPerFlag ===  
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=== BountyIncreaseForKill ===
Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now)
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''Datatype:'' Points.
  
 +
Points added to players bounty each time he kills an opponent.
  
=== KillPointsMinimumBounty ===  
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Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
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=== EnterDelay ===
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''Datatype:'' Hundredths of seconds.
 +
 
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Delay before a killed player re-enters game (respawns). ''Special value:'' 0 = player respawns at same location after a very short delay.
  
  
=== DebtKills ===  
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=== KillPointsPerFlag ===
Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
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''Datatype:'' Points.
  
 +
Bonus kill points given to a player per flag his team owns.
  
=== NoRewardKillDelay ===
 
If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second)
 
  
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=== KillPointsMinimumBounty ===
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''Datatype:'' Points.
  
=== BountyRewardPercent ===
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Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
Percentage of your own bounty added to your reward when you kill somebody else.
 
  
  
=== FixedKillReward ===  
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=== DebtKills ===  
Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
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''Datatype:'' Count.
  
 +
Number of kills a player must get after dying or changing ship before he starts getting points for kills.
  
=== JackpotBountyPercent ===
 
Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200%
 
  
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=== NoRewardKillDelay ===
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''Datatype:'' Hundredths of seconds.
  
<h2>King</h2>
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A player must wait this long before killing a person for the second time or else he gets no points for the kill. This is useful in dueling arenas.
=== DeathCount ===
 
Number of deaths a player is allowed until his crown is removed
 
  
  
=== ExpireTime ===  
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=== BountyRewardPercent ===
Initial time given to each player at beginning of 'King of the Hill' round
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''Datatype:'' Percent.
  
 +
Percentage of your own bounty added to your kill rewards.
  
=== RewardFactor ===
 
Number of points given to winner of 'King of the Hill' round (uses FlagReward formula)
 
  
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=== FixedKillReward ===
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''Datatype:'' Points.
  
=== NonCrownAdjustTime ===
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Fixed number of points given for any kill regardless of bounty. ''Special value:'' -1 = Use bounty as normal.
Amount of time added for killing a player without a crown
 
  
  
=== NonCrownMinimumBounty ===  
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=== JackpotBountyPercent ===
Minimum amount of bounty a player must have in order to receive the extra time.
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''Datatype:'' Tenths of a percent (1000 = 100%, 2000 = 200%).
  
 +
Percentage of kill value added to Jackpot. Note that setting this to 0 will essentially disable jackpots.
  
=== CrownRecoverKills ===
 
Number of crown kills a non-crown player must get in order to get their crown back.
 
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 02:01, 27 February 2005

[Kill] How subgame managers kill rewards and bounties in an arena.

MaxBonus

Datatype: Points.

This is if you have flags, can add more points per a kill. (Founded by MGB.)


MaxPenalty

Datatype: Points.

This is if you have flags, can take away points per a kill. (Founded by MGB.)


RewardBase

Datatype: Points.

This is shown added to a person's bty, but isn't added from points for a kill. (Founded by MGB.)


BountyIncreaseForKill

Datatype: Points.

Points added to players bounty each time he kills an opponent.


EnterDelay

Datatype: Hundredths of seconds.

Delay before a killed player re-enters game (respawns). Special value: 0 = player respawns at same location after a very short delay.


KillPointsPerFlag

Datatype: Points.

Bonus kill points given to a player per flag his team owns.


KillPointsMinimumBounty

Datatype: Points.

Bounty of target must be over this value to get any KillPointsPerFlag bonus points.


DebtKills

Datatype: Count.

Number of kills a player must get after dying or changing ship before he starts getting points for kills.


NoRewardKillDelay

Datatype: Hundredths of seconds.

A player must wait this long before killing a person for the second time or else he gets no points for the kill. This is useful in dueling arenas.


BountyRewardPercent

Datatype: Percent.

Percentage of your own bounty added to your kill rewards.


FixedKillReward

Datatype: Points.

Fixed number of points given for any kill regardless of bounty. Special value: -1 = Use bounty as normal.


JackpotBountyPercent

Datatype: Tenths of a percent (1000 = 100%, 2000 = 200%).

Percentage of kill value added to Jackpot. Note that setting this to 0 will essentially disable jackpots.