Difference between revisions of "Ship Settings"

From ASSS Wiki
Jump to: navigation, search
(Trying to avoid confusion, renaming and adding a comment to the top.)
(new format & desc, finish later)
Line 1: Line 1:
 
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 ===
Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
+
''Datatype:'' 90°/hundredths of seconds (That is, 400 for a full rotation in 1s).
  
 +
Initial rotation rate of the ship.
  
=== InitialThrust ===
 
Initial thrust of ship (0 = none)
 
  
 +
=== InitialThrust ===
 +
''Datatype:'' Unknown.
  
=== InitialSpeed ===
+
Initial thrust of ship.
Initial speed of ship (0 = can't move)
 
  
  
=== InitialRecharge ===  
+
=== InitialSpeed ===
Initial recharge rate, or how quickly this ship recharges its energy.
+
''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.
  
=== InitialEnergy ===
 
 
Initial amount of energy that the ship can have.
 
Initial amount of energy that the ship can have.
  
  
=== MaximumRotation ===  
+
=== MaximumRotation ===
Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
+
''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 (0 = none)
+
''Datatype:'' Unknown.
 +
 
 +
Maximum (with upgrades) thrust of ship.
  
  
 
=== MaximumSpeed ===  
 
=== MaximumSpeed ===  
Maximum speed of ship (0 = can't move)
+
''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).
  
=== UpgradeRotation ===
+
Amount added per Rotation Upgrade Prize.
Amount added per 'Rotation' Prize
 
  
  
=== UpgradeThrust ===  
+
=== UpgradeThrust ===
Amount added per 'Thruster' Prize
+
''Datatype:'' Unknown.
  
 +
Amount added per Thruster Upgrade Prize.
  
=== UpgradeSpeed ===  
+
 
Amount added per 'Speed' Prize
+
=== UpgradeSpeed ===
 +
''Datatype:'' Unknown.
 +
 
 +
Amount added per Speed Upgrade Prize.
  
  
 
=== UpgradeRecharge ===  
 
=== UpgradeRecharge ===  
Amount added per 'Recharge Rate' Prize
+
''Datatype:'' Unknown.
 +
 
 +
Amount added per Recharge Upgrade Prize.
  
  
 
=== UpgradeEnergy ===  
 
=== UpgradeEnergy ===  
Amount added per 'Energy Upgrade' Prize
+
''Datatype:'' Unknown.
 +
 
 +
Amount added per Energy Upgrade Prize.
 +
 
  
 +
=== CloakStatus ===
 +
''Datatype:'' Enumeration.
  
=== CloakStatus ===
+
Whether ships are allowed to receive 'Cloak'.
* Min: 0
+
* 0 = no
* Max: 2
+
* 1 = yes
Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with
+
* 2 = yes & starts with prize
  
  
 
=== StealthStatus ===  
 
=== StealthStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with
+
Whether ships are allowed to receive 'Stealth'
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
 
=== XRadarStatus ===  
 
=== XRadarStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with
+
Whether ships are allowed to receive 'X-Radar'
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
 
=== AntiWarpStatus ===  
 
=== AntiWarpStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with
+
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).
  
=== CloakEnergy ===
+
Amount of energy required to have 'Cloak' activated.
* Min: 0
 
* Max: 32000
 
Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second)
 
  
  
 
=== StealthEnergy ===  
 
=== StealthEnergy ===  
* Min: 0
+
''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second)
+
Amount of energy required to have 'Stealth' activated.
  
  
 
=== XRadarEnergy ===  
 
=== XRadarEnergy ===  
* Min: 0
+
''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'X-Radar' activated (thousanths per hundredth of a second)
+
Amount of energy required to have 'X-Radar' activated.
  
  
 
=== AntiWarpEnergy ===  
 
=== AntiWarpEnergy ===  
* Min: 0
+
''Datatype:'' Energy / 1000 * hundredths of seconds (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'Anti-Warp' activated (thousanths per hundredth of a second)
+
Amount of energy required to have 'Anti-Warp' activated.
 +
 
  
 +
=== InitialRepel ===
 +
''Datatype:'' Count.
  
=== InitialRepel ===
+
Repels given to ships when they spawn.
Initial number of Repels given to ships when they start
 
  
  
 
=== InitialBurst ===  
 
=== InitialBurst ===  
Initial number of Bursts given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Bursts given to ships when they spawn.
  
  
 
=== InitialBrick ===  
 
=== InitialBrick ===  
Initial number of Bricks given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Bricks given to ships when they spawn.
  
  
 
=== InitialRocket ===  
 
=== InitialRocket ===  
Initial number of Rockets given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Rockets given to ships when they spawn.
  
  
 
=== InitialThor ===  
 
=== InitialThor ===  
Initial number of Thor's Hammers given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Thor's Hammers given to ships when they spawn.
  
  
 
=== InitialDecoy ===  
 
=== InitialDecoy ===  
Initial number of Decoys given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Decoys given to ships when they spawn.
  
  
 
=== InitialPortal ===  
 
=== InitialPortal ===  
Initial number of Portals given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
Portals given to ships when they spawn.
  
  
=== InitialGuns ===  
+
=== InitialGuns ===
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
+
 
Initial level a ship's guns fire 0=no guns
+
Gun level given to ships at respawn. Note that a ship cannot start with L4 guns.
  
  
 
=== InitialBombs ===  
 
=== InitialBombs ===  
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
 
Initial level a ship's bombs fire 0=no bombs
 
  
 +
Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs.
  
=== RepelMax ===  
+
 
Maximum number of Repels allowed in ships
+
=== RepelMax ===
 +
''Datatype:'' Count.
 +
 
 +
Maximum Repels a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== BurstMax ===  
 
=== BurstMax ===  
Maximum number of Bursts allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum Bursts a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== DecoyMax ===  
 
=== DecoyMax ===  
Maximum number of Decoys allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum Decoys a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== RocketMax ===  
 
=== RocketMax ===  
Maximum number of Rockets allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum Rockets a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== ThorMax ===  
 
=== ThorMax ===  
Maximum number of Thor's Hammers allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== BrickMax ===  
 
=== BrickMax ===  
Maximum number of Bricks allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum Bricks a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== PortalMax ===  
 
=== PortalMax ===  
Maximum number of Portals allowed in ships
+
''Datatype:'' Count.
  
 +
Maximum Portals a ship can store. Any Repel prizes after this will be ignored.
  
=== MaxGuns ===  
+
 
* Min: 0
+
=== MaxGuns ===
* Max: 3
+
''Datatype:'' Weapon level (0 to 3).
Maximum level a ship's guns can fire 0=no guns
+
 
 +
Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.
  
  
 
=== MaxBombs ===  
 
=== MaxBombs ===  
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
+
 
Maximum level a ship's bombs can fire 0=no bombs
+
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.
  
=== BulletFireEnergy ===
+
Delay before a ship can fire another weapon after it fires a set of multifire bullets.
Amount of energy it takes a ship to fire a single L1 bullet
 
  
  
=== BulletSpeed ===  
+
=== MultiFireAngle ===
How fast bullets travel
+
''Datatype:'' Rotation Points / 1000. (''Note:'' One rotation point equals approximately 9°.)
  
 +
Angle spread between multi-fire bullets and standard forward-firing bullets.
  
=== BulletFireDelay ===
 
delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second)
 
  
 +
=== DoubleBarrel ===
 +
''Datatype:'' Boolean (1=yes, 0=no).
  
=== MultiFireEnergy ===
+
Whether ships fire double-barrel bullets.
Amount of energy it takes a ship to fire multifire L1 bullets
 
  
  
=== MultiFireDelay ===  
+
=== BombFireEnergy ===
delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second)
+
''Datatype:'' Energy.
  
 +
Amount of energy it takes a ship to fire a bomb.
  
=== MultiFireAngle ===
 
Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point)
 
  
 +
=== BombFireEnergyUpgrade ===
 +
''Datatype:'' Energy.
  
=== DoubleBarrel ===
+
Extra energy it takes a ship to fire an upgraded bomb. ''Formula:'' EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.
* Min: 0
 
* Max: 1
 
Whether ships fire with double barrel bullets 0=no 1=yes
 
  
 +
=== BombThrust ===
 +
''Datatype:'' Unknown.
  
=== BombFireEnergy ===
+
Amount of back-thrust (recoil) this ship receives when firing a bomb.
Amount of energy it takes a ship to fire a single bomb
 
  
  
=== BombFireEnergyUpgrade ===  
+
=== BombBounceCount ===
Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade
+
''Datatype:'' Count.
  
 +
Times a bomb fired by this ship can bounce before it explodes on impact
  
=== BombThrust ===
 
Amount of back-thrust you receive when firing a bomb.
 
  
 +
=== BombSpeed ===
 +
''Datatype:'' Unknown.
  
=== BombBounceCount ===
+
How fast bombs fired by this ship travel.
Number of times a ship's bombs bounce before they explode on impact
 
  
  
=== BombSpeed ===  
+
=== BombFireDelay ===
How fast bombs travel
+
''Datatype:'' Hundredths of seconds.
  
 +
Delay before this ship can fire another weapon after it fires a bomb.
  
=== BombFireDelay ===
 
delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second)
 
  
 +
=== EmpBomb ===
 +
''Datatype:'' Boolean (1=yes, 0=no).
  
=== EmpBomb ===
+
Whether this ship fires EMP bombs.
* Min: 0
 
* Max: 1
 
Whether ships fire EMP bombs 0=no 1=yes
 
  
  
=== SeeBombLevel ===  
+
=== SeeBombLevel ===
* Min: 0
+
''Datatype:'' Weapon Level (0 to 4).
* Max: 4
 
If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only)
 
  
 +
Lowest level of bombs this ship can see on radar. ''Special Value:'' 0 = no bombs on radar.
  
=== MaxMines ===
 
Maximum number of mines allowed in ships
 
  
 +
=== MaxMines ===
 +
''Datatype:'' Count.
  
=== SeeMines ===
+
Maximum number of mines this ship can place.
* Min: 0
 
* Max: 1
 
Whether ships see mines on radar 0=no 1=yes
 
  
  
=== LandmineFireEnergy ===  
+
=== SeeMines ===
Amount of energy it takes a ship to place a single L1 mine
+
''Datatype:'' Boolean (1=yes, 0=no).
  
 +
Whether ships see mines on radar.
  
=== LandmineFireEnergyUpgrade ===
 
Extra amount of energy it takes to place an upgraded landmine.  ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade
 
  
 +
=== LandmineFireEnergy ===
 +
''Datatype:'' Energy.
  
=== LandmineFireDelay ===
+
Energy it takes this ship to place an L1 mine.
delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second)
 
  
  
=== ShrapnelMax ===  
+
=== LandmineFireEnergyUpgrade ===
* Min: 0
+
''Datatype:'' Energy.
* Max: 31
+
 
Maximum amount of shrapnel released from a ship's bomb
+
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 ===  
* Min: 0
+
''Datatype:'' Count (0 to 31).
* Max: 31
+
 
Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.
+
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.
  
  
=== BurstSpeed ===  
+
=== RocketTime ===
How fast the burst shrapnel is for this ship.
+
''Datatype:'' Hundredths of seconds.
  
 +
How long a [[Rocket]] lasts.
  
=== BurstShrapnel ===
 
Number of bullets released when a 'Burst' is activated
 
  
 +
=== InitialBounty ===
 +
''Datatype:'' Count.
  
=== TurretThrustPenalty ===
+
Number of prizes given to this ship when it spawns.
Amount the ship's thrust is decreased with a turret riding
 
  
  
=== TurretSpeedPenalty ===  
+
=== AttachBounty ===
Amount the ship's speed is decreased with a turret riding
+
''Datatype:'' Points.
  
 +
Bounty required by ships to attach to another ship to form a turret.
  
=== TurretLimit ===
 
Number of turrets allowed on a ship.
 
  
 +
=== AfterburnerEnergy ===
 +
''Datatype:'' Energy.
  
=== RocketTime ===
+
Energy required to have 'Afterburners' activated.
How long a Rocket lasts (in hundredths of a second)
 
  
  
=== InitialBounty ===  
+
=== DisableFastShooting ===
Number of 'Greens' given to ships when they start
+
''Datatype:'' Boolean (1=yes, 0=no).
  
 +
Whether firing bullets, bombs, or thors is disabled after using afterburners.
  
=== AttachBounty ===
 
Bounty required by ships to attach as a turret
 
  
 +
=== Radius ===
 +
''Datatype:'' Pixels.
  
=== AfterburnerEnergy ===
+
The ship's radius from center to outside. ''Special Value:'' 0 = 14 pixels.
Amount of energy required to have 'Afterburners' activated.
 
  
  
=== DisableFastShooting ===  
+
=== DamageFactor ===
* Min: 0
+
''Datatype:'' Factor (0 to 5000).
* Max: 1
 
If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled)
 
  
 +
How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) ''Special Value:'' 0 = never.
  
=== Radius ===  
+
=== PrizeShareLimit ===
The ship's radius from center to outside, in pixels. Standard value is 14 pixels.
+
''Datatype:'' Points.
  
 +
Maximum bounty that this ship can receive by Team Prizes.
  
=== DamageFactor ===
 
How likely a the ship is to take damamage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never)
 
  
 +
=== SuperTime ===
 +
''Datatype:'' Hundredths of seconds.
  
=== PrizeShareLimit ===
+
How long Super lasts for this ship.
Maximum bounty that ships receive Team Prizes
 
  
  
=== SuperTime ===  
+
=== ShieldsTime ===
* Min: 1
+
''Datatype:'' Hundredths of seconds.
How long Super lasts on the ship (in hundredths of a second)
 
  
 +
How long Shields lastsfor this ship.
  
=== ShieldsTime ===
 
* Min: 1
 
How long Shields lasts on the ship (in hundredths of a second)
 
  
 +
=== Gravity ===
 +
''Datatype:'' Factor.
  
=== Gravity ===
+
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.
Uses this formula, where R = raduis (tiles) and g = this setting; R = 1.325 * (g ^ 0.507)  IE: If set to 500, then your ship will start to get pulled in by the wormhole once you come within 31 tiles of it
 
  
  

Revision as of 08:58, 4 March 2005

The settings in this section is repeated for 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: 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.

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.


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)