Difference between revisions of "Ship Settings"

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m (SoccerBallProximity: added: Set this to 0 to disallow the ship from picking up a ball.)
m (SoccerThrowTime: added: If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.)
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''Datatype:'' Hundredths of seconds.
 
''Datatype:'' Hundredths of seconds.
  
Time player has to carry soccer ball before it automatically fires (out the rear).
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Time player has to carry soccer ball before it automatically fires (out the back of the ship).
 +
 
 +
If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 07:22, 6 March 2005

[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark] These settings determine the properties of each of the eight ships.

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: Pixels / seconds / 10.

Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.


InitialRecharge

Datatype: Energy / seconds / 10.

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: Pixels / seconds / 10.

Maximum (with upgrades) speed of ship.


MaximumRecharge

Datatype: Energy / seconds / 10. (That is, 10 means 1 energy per second.)

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: Pixels / seconds / 10.

Amount added per Speed Upgrade Prize.


UpgradeRecharge

Datatype:Energy / seconds / 10..

Amount added per Recharge Upgrade Prize.


UpgradeEnergy

Datatype: Energy.

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 / seconds / 10 (0 to 32000).

Amount of energy required to have 'Cloak' activated.


StealthEnergy

Datatype: Energy / seconds / 10 (0 to 32000).

Amount of energy required to have 'Stealth' activated.


XRadarEnergy

Datatype: Energy / seconds / 10 (0 to 32000).

Amount of energy required to have 'X-Radar' activated.


AntiWarpEnergy

Datatype: Energy / seconds / 10 (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: Pixels / seconds / 10.

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: Pixels / seconds / 10.

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: Pixels / seconds / 10.

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: Pixels / seconds / 10.

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. The actual time is random up to this value.

ShieldsTime

Datatype: Hundredths of seconds.

How long Shields last for this ship.

Gravity

Datatype: Factor.

Modifies 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.

The setting for Warbird also controls how far out bombs/mines are effected by wormholes.

GravityTopSpeed

Datatype: Pixels / seconds / 10.

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.


SoccerBallFriction

Datatype: Unknown.

Amount of friction on the soccer ball. That is, how soon a fired soccer ball will slow down.

SoccerBallProximity

Datatype: Pixels.

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.

SoccerBallSpeed

Datatype: Pixels / seconds / 10.

Initial speed given to the ball when fired by this ship.


SoccerThrowTime

Datatype: Hundredths of seconds.

Time player has to carry soccer ball before it automatically fires (out the back of the ship).

If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.