Difference between revisions of "Ship Settings"
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The settings in this section is repeated for each of the eight ships. | The settings in this section is repeated for each of the eight ships. | ||
− | === InitialRotation === | + | === InitialRotation === |
− | + | ''Datatype:'' 90°/hundredths of seconds (That is, 400 for a full rotation in 1s). | |
+ | Initial rotation rate of the ship. | ||
− | |||
− | |||
+ | === InitialThrust === | ||
+ | ''Datatype:'' Unknown. | ||
− | + | Initial thrust of ship. | |
− | Initial | ||
− | === | + | === InitialSpeed === |
− | + | ''Datatype:'' Unknown. | |
+ | Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade. | ||
+ | |||
+ | |||
+ | === InitialRecharge === | ||
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | Initial recharge rate. | ||
+ | |||
+ | |||
+ | === InitialEnergy === | ||
+ | ''Datatype:'' Energy. | ||
− | |||
Initial amount of energy that the ship can have. | Initial amount of energy that the ship can have. | ||
− | === MaximumRotation === | + | === MaximumRotation === |
− | + | ''Datatype:'' 90°/hundredths of seconds (That is, 400 for a full rotation in 1s). | |
+ | |||
+ | Maximum (with upgrades) rotation rate of the ship. | ||
− | === MaximumThrust === | + | === MaximumThrust === |
− | Maximum thrust of ship | + | ''Datatype:'' Unknown. |
+ | |||
+ | Maximum (with upgrades) thrust of ship. | ||
=== MaximumSpeed === | === MaximumSpeed === | ||
− | Maximum speed of ship | + | ''Datatype:'' Unknown. |
+ | |||
+ | Maximum (with upgrades) speed of ship. | ||
=== MaximumRecharge === | === MaximumRecharge === | ||
− | Maximum recharge rate, or how quickly this ship recharges its energy. | + | ''Datatype:'' Unknown. |
+ | |||
+ | Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy. | ||
=== MaximumEnergy === | === MaximumEnergy === | ||
− | Maximum amount of energy that the ship can have. | + | ''Datatype:'' Unknown. |
+ | |||
+ | Maximum (with upgrades) amount of energy that the ship can have. | ||
+ | |||
+ | === UpgradeRotation === | ||
+ | ''Datatype:'' 90°/hundredths of seconds (That is, 400 for a full rotation in 1s). | ||
− | + | Amount added per Rotation Upgrade Prize. | |
− | Amount added per | ||
− | === UpgradeThrust === | + | === UpgradeThrust === |
− | + | ''Datatype:'' Unknown. | |
+ | Amount added per Thruster Upgrade Prize. | ||
− | === UpgradeSpeed === | + | |
− | Amount added per | + | === UpgradeSpeed === |
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | Amount added per Speed Upgrade Prize. | ||
=== UpgradeRecharge === | === UpgradeRecharge === | ||
− | Amount added per | + | ''Datatype:'' Unknown. |
+ | |||
+ | Amount added per Recharge Upgrade Prize. | ||
=== UpgradeEnergy === | === UpgradeEnergy === | ||
− | Amount added per | + | ''Datatype:'' Unknown. |
+ | |||
+ | Amount added per Energy Upgrade Prize. | ||
+ | |||
+ | === CloakStatus === | ||
+ | ''Datatype:'' Enumeration. | ||
− | + | Whether ships are allowed to receive 'Cloak'. | |
− | + | * 0 = no | |
− | + | * 1 = yes | |
− | Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes | + | * 2 = yes & starts with prize |
=== StealthStatus === | === StealthStatus === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes | + | Whether ships are allowed to receive 'Stealth' |
+ | * 0 = no | ||
+ | * 1 = yes | ||
+ | * 2 = yes & starts with prize | ||
=== XRadarStatus === | === XRadarStatus === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes | + | Whether ships are allowed to receive 'X-Radar' |
+ | * 0 = no | ||
+ | * 1 = yes | ||
+ | * 2 = yes & starts with prize | ||
=== AntiWarpStatus === | === AntiWarpStatus === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes | + | Whether ships are allowed to receive 'Anti-Warp' |
+ | * 0 = no | ||
+ | * 1 = yes | ||
+ | * 2 = yes & starts with prize | ||
+ | |||
+ | |||
+ | === CloakEnergy === | ||
+ | ''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000). | ||
− | + | Amount of energy required to have 'Cloak' activated. | |
− | |||
− | |||
− | Amount of energy required to have 'Cloak' activated | ||
=== StealthEnergy === | === StealthEnergy === | ||
− | * | + | ''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000). |
− | + | ||
− | Amount of energy required to have 'Stealth' activated | + | Amount of energy required to have 'Stealth' activated. |
=== XRadarEnergy === | === XRadarEnergy === | ||
− | * | + | ''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000). |
− | + | ||
− | Amount of energy required to have 'X-Radar' activated | + | Amount of energy required to have 'X-Radar' activated. |
=== AntiWarpEnergy === | === AntiWarpEnergy === | ||
− | * | + | ''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000). |
− | + | ||
− | Amount of energy required to have 'Anti-Warp' activated | + | Amount of energy required to have 'Anti-Warp' activated. |
+ | |||
+ | === InitialRepel === | ||
+ | ''Datatype:'' Count. | ||
− | + | Repels given to ships when they spawn. | |
− | |||
=== InitialBurst === | === InitialBurst === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Bursts given to ships when they spawn. | ||
=== InitialBrick === | === InitialBrick === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Bricks given to ships when they spawn. | ||
=== InitialRocket === | === InitialRocket === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Rockets given to ships when they spawn. | ||
=== InitialThor === | === InitialThor === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Thor's Hammers given to ships when they spawn. | ||
=== InitialDecoy === | === InitialDecoy === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Decoys given to ships when they spawn. | ||
=== InitialPortal === | === InitialPortal === | ||
− | + | ''Datatype:'' Count. | |
+ | |||
+ | Portals given to ships when they spawn. | ||
− | === InitialGuns === | + | === InitialGuns === |
− | + | ''Datatype:'' Weapon level (0 to 3). | |
− | + | ||
− | + | Gun level given to ships at respawn. Note that a ship cannot start with L4 guns. | |
=== InitialBombs === | === InitialBombs === | ||
− | + | ''Datatype:'' Weapon level (0 to 3). | |
− | |||
− | |||
+ | Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs. | ||
− | === RepelMax === | + | |
− | Maximum | + | === RepelMax === |
+ | ''Datatype:'' Count. | ||
+ | |||
+ | Maximum Repels a ship can store. Any Repel prizes after this will be ignored. | ||
=== BurstMax === | === BurstMax === | ||
− | Maximum | + | ''Datatype:'' Count. |
+ | |||
+ | Maximum Bursts a ship can store. Any Repel prizes after this will be ignored. | ||
=== DecoyMax === | === DecoyMax === | ||
− | Maximum | + | ''Datatype:'' Count. |
+ | |||
+ | Maximum Decoys a ship can store. Any Repel prizes after this will be ignored. | ||
=== RocketMax === | === RocketMax === | ||
− | Maximum | + | ''Datatype:'' Count. |
+ | |||
+ | Maximum Rockets a ship can store. Any Repel prizes after this will be ignored. | ||
=== ThorMax === | === ThorMax === | ||
− | Maximum | + | ''Datatype:'' Count. |
+ | |||
+ | Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored. | ||
=== BrickMax === | === BrickMax === | ||
− | Maximum | + | ''Datatype:'' Count. |
+ | |||
+ | Maximum Bricks a ship can store. Any Repel prizes after this will be ignored. | ||
=== PortalMax === | === PortalMax === | ||
− | + | ''Datatype:'' Count. | |
+ | Maximum Portals a ship can store. Any Repel prizes after this will be ignored. | ||
− | === MaxGuns === | + | |
− | + | === MaxGuns === | |
− | + | ''Datatype:'' Weapon level (0 to 3). | |
− | Maximum level a ship | + | |
+ | Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade. | ||
=== MaxBombs === | === MaxBombs === | ||
− | + | ''Datatype:'' Weapon level (0 to 3). | |
− | + | ||
− | Maximum level a ship' | + | Maximum bomb level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade. |
+ | |||
+ | |||
+ | |||
+ | === BulletFireEnergy === | ||
+ | ''Datatype:'' Energy. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | === BulletSpeed === | ||
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | How fast bullets travel. | ||
+ | |||
+ | |||
+ | === BulletFireDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | Delay before a ship can fire another weapon after it fires a bullet. | ||
+ | |||
+ | |||
+ | === MultiFireEnergy === | ||
+ | ''Datatype:'' Energy. | ||
+ | |||
+ | Energy it takes a ship to fire a set of multifire bullets. ''Formula:'' EnergyUsed = GunLevel * MultiFireEnergy. | ||
+ | |||
+ | === MultiFireDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
− | + | Delay before a ship can fire another weapon after it fires a set of multifire bullets. | |
− | |||
− | === | + | === MultiFireAngle === |
− | + | ''Datatype:'' Rotation Points / 1000. (''Note:'' One rotation point equals approximately 9°.) | |
+ | Angle spread between multi-fire bullets and standard forward-firing bullets. | ||
− | |||
− | |||
+ | === DoubleBarrel === | ||
+ | ''Datatype:'' Boolean (1=yes, 0=no). | ||
− | + | Whether ships fire double-barrel bullets. | |
− | |||
− | === | + | === BombFireEnergy === |
− | + | ''Datatype:'' Energy. | |
+ | Amount of energy it takes a ship to fire a bomb. | ||
− | |||
− | |||
+ | === BombFireEnergyUpgrade === | ||
+ | ''Datatype:'' Energy. | ||
− | + | Extra energy it takes a ship to fire an upgraded bomb. ''Formula:'' EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade. | |
− | |||
− | |||
− | |||
+ | === BombThrust === | ||
+ | ''Datatype:'' Unknown. | ||
− | + | Amount of back-thrust (recoil) this ship receives when firing a bomb. | |
− | Amount of | ||
− | === | + | === BombBounceCount === |
− | + | ''Datatype:'' Count. | |
+ | Times a bomb fired by this ship can bounce before it explodes on impact | ||
− | |||
− | |||
+ | === BombSpeed === | ||
+ | ''Datatype:'' Unknown. | ||
− | + | How fast bombs fired by this ship travel. | |
− | |||
− | === | + | === BombFireDelay === |
− | + | ''Datatype:'' Hundredths of seconds. | |
+ | Delay before this ship can fire another weapon after it fires a bomb. | ||
− | |||
− | |||
+ | === EmpBomb === | ||
+ | ''Datatype:'' Boolean (1=yes, 0=no). | ||
− | + | Whether this ship fires EMP bombs. | |
− | |||
− | |||
− | Whether | ||
− | === SeeBombLevel === | + | === SeeBombLevel === |
− | + | ''Datatype:'' Weapon Level (0 to 4). | |
− | |||
− | |||
+ | Lowest level of bombs this ship can see on radar. ''Special Value:'' 0 = no bombs on radar. | ||
− | |||
− | |||
+ | === MaxMines === | ||
+ | ''Datatype:'' Count. | ||
− | + | Maximum number of mines this ship can place. | |
− | |||
− | |||
− | |||
− | === | + | === SeeMines === |
− | + | ''Datatype:'' Boolean (1=yes, 0=no). | |
+ | Whether ships see mines on radar. | ||
− | |||
− | |||
+ | === LandmineFireEnergy === | ||
+ | ''Datatype:'' Energy. | ||
− | + | Energy it takes this ship to place an L1 mine. | |
− | |||
− | === | + | === LandmineFireEnergyUpgrade === |
− | * | + | ''Datatype:'' Energy. |
− | + | ||
− | Maximum | + | Extra energy it takes to place an upgraded landmine. ''Formula:'' EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade. |
+ | |||
+ | |||
+ | === LandmineFireDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | Delay before a ship can fire another weapon after it drops a landmine. | ||
+ | |||
+ | |||
+ | === ShrapnelMax === | ||
+ | ''Datatype:'' Count (0 to 31). | ||
+ | |||
+ | Maximum shrapnel pieces released from this ship's bombs. | ||
=== ShrapnelRate === | === ShrapnelRate === | ||
− | + | ''Datatype:'' Count (0 to 31). | |
− | + | ||
− | + | Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize. | |
+ | |||
+ | |||
+ | === BurstSpeed === | ||
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | How fast the burst "shrapnel" move for this ship. | ||
+ | |||
+ | |||
+ | === BurstShrapnel === | ||
+ | ''Datatype:'' Count. | ||
+ | |||
+ | Burst shrapnel released when this ship fires a [[Burst]]. | ||
+ | |||
+ | |||
+ | === TurretThrustPenalty === | ||
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | This ship's thrust is decreased this much when a turred it riding. | ||
+ | |||
+ | |||
+ | === TurretSpeedPenalty === | ||
+ | ''Datatype:'' Unknown. | ||
+ | |||
+ | This ship's speed is decreased this much when a turred it riding. | ||
+ | |||
+ | |||
+ | === TurretLimit === | ||
+ | ''Datatype:'' Count. | ||
+ | |||
+ | Number of turrets allowed on this ship. | ||
− | === | + | === RocketTime === |
− | + | ''Datatype:'' Hundredths of seconds. | |
+ | How long a [[Rocket]] lasts. | ||
− | |||
− | |||
+ | === InitialBounty === | ||
+ | ''Datatype:'' Count. | ||
− | + | Number of prizes given to this ship when it spawns. | |
− | |||
− | === | + | === AttachBounty === |
− | + | ''Datatype:'' Points. | |
+ | Bounty required by ships to attach to another ship to form a turret. | ||
− | |||
− | |||
+ | === AfterburnerEnergy === | ||
+ | ''Datatype:'' Energy. | ||
− | + | Energy required to have 'Afterburners' activated. | |
− | |||
− | === | + | === DisableFastShooting === |
− | + | ''Datatype:'' Boolean (1=yes, 0=no). | |
+ | Whether firing bullets, bombs, or thors is disabled after using afterburners. | ||
− | |||
− | |||
+ | === Radius === | ||
+ | ''Datatype:'' Pixels. | ||
− | + | The ship's radius from center to outside. ''Special Value:'' 0 = 14 pixels. | |
− | |||
− | === | + | === DamageFactor === |
− | + | ''Datatype:'' Factor (0 to 5000). | |
− | |||
− | |||
+ | How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) ''Special Value:'' 0 = never. | ||
− | === | + | === PrizeShareLimit === |
− | + | ''Datatype:'' Points. | |
+ | Maximum bounty that this ship can receive by Team Prizes. | ||
− | |||
− | |||
+ | === SuperTime === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
− | + | How long Super lasts for this ship. | |
− | |||
− | === | + | === ShieldsTime === |
− | + | ''Datatype:'' Hundredths of seconds. | |
− | |||
+ | How long Shields lastsfor this ship. | ||
− | |||
− | |||
− | |||
+ | === Gravity === | ||
+ | ''Datatype:'' Factor. | ||
− | + | Radius over which a wormhole's gravity has an effect. ''Formula:'' EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500. | |
− | |||
Revision as of 08:58, 4 March 2005
The settings in this section is repeated for each of the eight ships.
Contents
- 1 InitialRotation
- 2 InitialThrust
- 3 InitialSpeed
- 4 InitialRecharge
- 5 InitialEnergy
- 6 MaximumRotation
- 7 MaximumThrust
- 8 MaximumSpeed
- 9 MaximumRecharge
- 10 MaximumEnergy
- 11 UpgradeRotation
- 12 UpgradeThrust
- 13 UpgradeSpeed
- 14 UpgradeRecharge
- 15 UpgradeEnergy
- 16 CloakStatus
- 17 StealthStatus
- 18 XRadarStatus
- 19 AntiWarpStatus
- 20 CloakEnergy
- 21 StealthEnergy
- 22 XRadarEnergy
- 23 AntiWarpEnergy
- 24 InitialRepel
- 25 InitialBurst
- 26 InitialBrick
- 27 InitialRocket
- 28 InitialThor
- 29 InitialDecoy
- 30 InitialPortal
- 31 InitialGuns
- 32 InitialBombs
- 33 RepelMax
- 34 BurstMax
- 35 DecoyMax
- 36 RocketMax
- 37 ThorMax
- 38 BrickMax
- 39 PortalMax
- 40 MaxGuns
- 41 MaxBombs
- 42 BulletFireEnergy
- 43 BulletSpeed
- 44 BulletFireDelay
- 45 MultiFireEnergy
- 46 MultiFireDelay
- 47 MultiFireAngle
- 48 DoubleBarrel
- 49 BombFireEnergy
- 50 BombFireEnergyUpgrade
- 51 BombThrust
- 52 BombBounceCount
- 53 BombSpeed
- 54 BombFireDelay
- 55 EmpBomb
- 56 SeeBombLevel
- 57 MaxMines
- 58 SeeMines
- 59 LandmineFireEnergy
- 60 LandmineFireEnergyUpgrade
- 61 LandmineFireDelay
- 62 ShrapnelMax
- 63 ShrapnelRate
- 64 BurstSpeed
- 65 BurstShrapnel
- 66 TurretThrustPenalty
- 67 TurretSpeedPenalty
- 68 TurretLimit
- 69 RocketTime
- 70 InitialBounty
- 71 AttachBounty
- 72 AfterburnerEnergy
- 73 DisableFastShooting
- 74 Radius
- 75 DamageFactor
- 76 PrizeShareLimit
- 77 SuperTime
- 78 ShieldsTime
- 79 Gravity
- 80 GravityTopSpeed
- 81 SoccerBallFriction
- 82 SoccerBallProximity
- 83 SoccerBallSpeed
- 84 SoccerThrowTime
InitialRotation
Datatype: 90°/hundredths of seconds (That is, 400 for a full rotation in 1s).
Initial rotation rate of the ship.
InitialThrust
Datatype: Unknown.
Initial thrust of ship.
InitialSpeed
Datatype: Unknown.
Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.
InitialRecharge
Datatype: Unknown.
Initial recharge rate.
InitialEnergy
Datatype: Energy.
Initial amount of energy that the ship can have.
MaximumRotation
Datatype: 90°/hundredths of seconds (That is, 400 for a full rotation in 1s).
Maximum (with upgrades) rotation rate of the ship.
MaximumThrust
Datatype: Unknown.
Maximum (with upgrades) thrust of ship.
MaximumSpeed
Datatype: Unknown.
Maximum (with upgrades) speed of ship.
MaximumRecharge
Datatype: Unknown.
Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.
MaximumEnergy
Datatype: Unknown.
Maximum (with upgrades) amount of energy that the ship can have.
UpgradeRotation
Datatype: 90°/hundredths of seconds (That is, 400 for a full rotation in 1s).
Amount added per Rotation Upgrade Prize.
UpgradeThrust
Datatype: Unknown.
Amount added per Thruster Upgrade Prize.
UpgradeSpeed
Datatype: Unknown.
Amount added per Speed Upgrade Prize.
UpgradeRecharge
Datatype: Unknown.
Amount added per Recharge Upgrade Prize.
UpgradeEnergy
Datatype: Unknown.
Amount added per Energy Upgrade Prize.
CloakStatus
Datatype: Enumeration.
Whether ships are allowed to receive 'Cloak'.
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
StealthStatus
Datatype: Enumeration.
Whether ships are allowed to receive 'Stealth'
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
XRadarStatus
Datatype: Enumeration.
Whether ships are allowed to receive 'X-Radar'
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
AntiWarpStatus
Datatype: Enumeration.
Whether ships are allowed to receive 'Anti-Warp'
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
CloakEnergy
Datatype: Energy / 1000 * hundredths of seconds (0 to 32000).
Amount of energy required to have 'Cloak' activated.
StealthEnergy
Datatype: Energy / 1000 * hundredths of seconds (0 to 32000).
Amount of energy required to have 'Stealth' activated.
XRadarEnergy
Datatype: Energy / 1000 * hundredths of seconds (0 to 32000).
Amount of energy required to have 'X-Radar' activated.
AntiWarpEnergy
Datatype: Energy / 1000 * hundredths of seconds (0 to 32000).
Amount of energy required to have 'Anti-Warp' activated.
InitialRepel
Datatype: Count.
Repels given to ships when they spawn.
InitialBurst
Datatype: Count.
Bursts given to ships when they spawn.
InitialBrick
Datatype: Count.
Bricks given to ships when they spawn.
InitialRocket
Datatype: Count.
Rockets given to ships when they spawn.
InitialThor
Datatype: Count.
Thor's Hammers given to ships when they spawn.
InitialDecoy
Datatype: Count.
Decoys given to ships when they spawn.
InitialPortal
Datatype: Count.
Portals given to ships when they spawn.
InitialGuns
Datatype: Weapon level (0 to 3).
Gun level given to ships at respawn. Note that a ship cannot start with L4 guns.
InitialBombs
Datatype: Weapon level (0 to 3).
Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs.
RepelMax
Datatype: Count.
Maximum Repels a ship can store. Any Repel prizes after this will be ignored.
BurstMax
Datatype: Count.
Maximum Bursts a ship can store. Any Repel prizes after this will be ignored.
DecoyMax
Datatype: Count.
Maximum Decoys a ship can store. Any Repel prizes after this will be ignored.
RocketMax
Datatype: Count.
Maximum Rockets a ship can store. Any Repel prizes after this will be ignored.
ThorMax
Datatype: Count.
Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored.
BrickMax
Datatype: Count.
Maximum Bricks a ship can store. Any Repel prizes after this will be ignored.
PortalMax
Datatype: Count.
Maximum Portals a ship can store. Any Repel prizes after this will be ignored.
MaxGuns
Datatype: Weapon level (0 to 3).
Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.
MaxBombs
Datatype: Weapon level (0 to 3).
Maximum bomb level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.
BulletFireEnergy
Datatype: Energy.
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.
BulletSpeed
Datatype: Unknown.
How fast bullets travel.
BulletFireDelay
Datatype: Hundredths of seconds.
Delay before a ship can fire another weapon after it fires a bullet.
MultiFireEnergy
Datatype: Energy.
Energy it takes a ship to fire a set of multifire bullets. Formula: EnergyUsed = GunLevel * MultiFireEnergy.
MultiFireDelay
Datatype: Hundredths of seconds.
Delay before a ship can fire another weapon after it fires a set of multifire bullets.
MultiFireAngle
Datatype: Rotation Points / 1000. (Note: One rotation point equals approximately 9°.)
Angle spread between multi-fire bullets and standard forward-firing bullets.
DoubleBarrel
Datatype: Boolean (1=yes, 0=no).
Whether ships fire double-barrel bullets.
BombFireEnergy
Datatype: Energy.
Amount of energy it takes a ship to fire a bomb.
BombFireEnergyUpgrade
Datatype: Energy.
Extra energy it takes a ship to fire an upgraded bomb. Formula: EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.
BombThrust
Datatype: Unknown.
Amount of back-thrust (recoil) this ship receives when firing a bomb.
BombBounceCount
Datatype: Count.
Times a bomb fired by this ship can bounce before it explodes on impact
BombSpeed
Datatype: Unknown.
How fast bombs fired by this ship travel.
BombFireDelay
Datatype: Hundredths of seconds.
Delay before this ship can fire another weapon after it fires a bomb.
EmpBomb
Datatype: Boolean (1=yes, 0=no).
Whether this ship fires EMP bombs.
SeeBombLevel
Datatype: Weapon Level (0 to 4).
Lowest level of bombs this ship can see on radar. Special Value: 0 = no bombs on radar.
MaxMines
Datatype: Count.
Maximum number of mines this ship can place.
SeeMines
Datatype: Boolean (1=yes, 0=no).
Whether ships see mines on radar.
LandmineFireEnergy
Datatype: Energy.
Energy it takes this ship to place an L1 mine.
LandmineFireEnergyUpgrade
Datatype: Energy.
Extra energy it takes to place an upgraded landmine. Formula: EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.
LandmineFireDelay
Datatype: Hundredths of seconds.
Delay before a ship can fire another weapon after it drops a landmine.
ShrapnelMax
Datatype: Count (0 to 31).
Maximum shrapnel pieces released from this ship's bombs.
ShrapnelRate
Datatype: Count (0 to 31).
Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.
BurstSpeed
Datatype: Unknown.
How fast the burst "shrapnel" move for this ship.
BurstShrapnel
Datatype: Count.
Burst shrapnel released when this ship fires a Burst.
TurretThrustPenalty
Datatype: Unknown.
This ship's thrust is decreased this much when a turred it riding.
TurretSpeedPenalty
Datatype: Unknown.
This ship's speed is decreased this much when a turred it riding.
TurretLimit
Datatype: Count.
Number of turrets allowed on this ship.
RocketTime
Datatype: Hundredths of seconds.
How long a Rocket lasts.
InitialBounty
Datatype: Count.
Number of prizes given to this ship when it spawns.
AttachBounty
Datatype: Points.
Bounty required by ships to attach to another ship to form a turret.
AfterburnerEnergy
Datatype: Energy.
Energy required to have 'Afterburners' activated.
DisableFastShooting
Datatype: Boolean (1=yes, 0=no).
Whether firing bullets, bombs, or thors is disabled after using afterburners.
Radius
Datatype: Pixels.
The ship's radius from center to outside. Special Value: 0 = 14 pixels.
DamageFactor
Datatype: Factor (0 to 5000).
How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) Special Value: 0 = never.
Datatype: Points.
Maximum bounty that this ship can receive by Team Prizes.
SuperTime
Datatype: Hundredths of seconds.
How long Super lasts for this ship.
ShieldsTime
Datatype: Hundredths of seconds.
How long Shields lastsfor this ship.
Gravity
Datatype: Factor.
Radius over which a wormhole's gravity has an effect. Formula: EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500.
GravityTopSpeed
Ship are allowed to move faster than their maximum speed while effected by a wormhole. This determines how much faster they can go (0 = no extra speed)
SoccerBallFriction
Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown)
SoccerBallProximity
How close the player must be in order to pick up ball (in pixels)
SoccerBallSpeed
Initial speed given to the ball when fired by the carrier.
SoccerThrowTime
Time player has to carry soccer ball (in hundredths of a second)