Kill Settings: Difference between revisions

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m Pasted flag settings here on accident.
new format, desc, rm king section
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=== MaxBonus ===
[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


=== MaxBonus ===
''Datatype:'' Points.


=== MaxPenalty ===
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 ===  
=== 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
''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.


=== RewardBase ===
''Datatype:'' Points.


=== EnterDelay ===
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 ===  
=== 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)
''Datatype:'' Points.


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


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




=== DebtKills ===  
=== KillPointsPerFlag ===
Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
''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)


=== KillPointsMinimumBounty ===
''Datatype:'' Points.


=== BountyRewardPercent ===
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 ===  
=== DebtKills ===  
Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
''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%


=== NoRewardKillDelay ===
''Datatype:'' Hundredths of seconds.


<h2>King</h2>
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 ===  
=== BountyRewardPercent ===
Initial time given to each player at beginning of 'King of the Hill' round
''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)


=== FixedKillReward ===
''Datatype:'' Points.


=== NonCrownAdjustTime ===
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 ===  
=== JackpotBountyPercent ===
Minimum amount of bounty a player must have in order to receive the extra time.
''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 07:01, 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.