Difference between revisions of "Bomb Settings"

From ASSS Wiki
Jump to: navigation, search
(added section name)
(BBombDamagePercent: Smong's experiment results)
Line 68: Line 68:
 
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.)
 
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.)
  
Percentage of normal damage applied to a bouncing bomb.
+
Percentage of normal damage applied to a bouncing bomb. Note that even though a bouncing bomb loses its bouncing picture after the last bounce, it retains this percentage modifier.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 23:30, 25 February 2005

[Bomb] These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.

BombDamageLevel

Datatype: Energy.

Amount of damage a bomb causes at its center point (for all bomb levels).


BombAliveTime

Datatype: Hundredths of seconds.

Time a bomb is alive.


BombExplodeDelay

Datatype: Hundredths of seconds.

How long after the proximity sensor is triggered before bomb explodes. (Note: it explodes immediately if ship moves away from it after triggering it.)


BombExplodePixels

Datatype: Pixels.

Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.)


ProximityDistance

Datatype: Tiles.

Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount.


JitterTime

Datatype: Hundredths of seconds.

How long the screen jitters from a bomb hit.


BombSafety

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

Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire.


EBombShutdownTime

Datatype: Hundredths of seconds.

Maximum time recharge is stopped on players hit with an EMP bomb.


EBombDamagePercent

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

Percentage of normal damage applied to an EMP bomb.


BBombDamagePercent

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

Percentage of normal damage applied to a bouncing bomb. Note that even though a bouncing bomb loses its bouncing picture after the last bounce, it retains this percentage modifier.