Ship Settings

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InitialRotation

Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)


InitialThrust

Initial thrust of ship (0 = none)


InitialSpeed

Initial speed of ship (0 = can't move)


InitialRecharge

Initial recharge rate, or how quickly this ship recharges its energy.


InitialEnergy

Initial amount of energy that the ship can have.


MaximumRotation

Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)


MaximumThrust

Maximum thrust of ship (0 = none)


MaximumSpeed

Maximum speed of ship (0 = can't move)


MaximumRecharge

Maximum recharge rate, or how quickly this ship recharges its energy.


MaximumEnergy

Maximum amount of energy that the ship can have.


UpgradeRotation

Amount added per 'Rotation' Prize


UpgradeThrust

Amount added per 'Thruster' Prize


UpgradeSpeed

Amount added per 'Speed' Prize


UpgradeRecharge

Amount added per 'Recharge Rate' Prize


UpgradeEnergy

Amount added per 'Energy Upgrade' Prize


CloakStatus

  • Min: 0
  • Max: 2

Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with


StealthStatus

  • Min: 0
  • Max: 2

Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with


XRadarStatus

  • Min: 0
  • Max: 2

Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with


AntiWarpStatus

  • Min: 0
  • Max: 2

Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with


CloakEnergy

  • Min: 0
  • Max: 32000

Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second)


StealthEnergy

  • Min: 0
  • Max: 32000

Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second)


XRadarEnergy

  • Min: 0
  • Max: 32000

Amount of energy required to have 'X-Radar' activated (thousanths per hundredth of a second)


AntiWarpEnergy

  • Min: 0
  • Max: 32000

Amount of energy required to have 'Anti-Warp' activated (thousanths per hundredth of a second)


InitialRepel

Initial number of Repels given to ships when they start


InitialBurst

Initial number of Bursts given to ships when they start


InitialBrick

Initial number of Bricks given to ships when they start


InitialRocket

Initial number of Rockets given to ships when they start


InitialThor

Initial number of Thor's Hammers given to ships when they start


InitialDecoy

Initial number of Decoys given to ships when they start


InitialPortal

Initial number of Portals given to ships when they start


InitialGuns

  • Min: 0
  • Max: 3

Initial level a ship's guns fire 0=no guns


InitialBombs

  • Min: 0
  • Max: 3

Initial level a ship's bombs fire 0=no bombs


RepelMax

Maximum number of Repels allowed in ships


BurstMax

Maximum number of Bursts allowed in ships


DecoyMax

Maximum number of Decoys allowed in ships


RocketMax

Maximum number of Rockets allowed in ships


ThorMax

Maximum number of Thor's Hammers allowed in ships


BrickMax

Maximum number of Bricks allowed in ships


PortalMax

Maximum number of Portals allowed in ships


MaxGuns

  • Min: 0
  • Max: 3

Maximum level a ship's guns can fire 0=no guns


MaxBombs

  • Min: 0
  • Max: 3

Maximum level a ship's bombs can fire 0=no bombs


BulletFireEnergy

Amount of energy it takes a ship to fire a single L1 bullet


BulletSpeed

How fast bullets travel


BulletFireDelay

delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second)


MultiFireEnergy

Amount of energy it takes a ship to fire multifire L1 bullets


MultiFireDelay

delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second)


MultiFireAngle

Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point)


DoubleBarrel

  • Min: 0
  • Max: 1

Whether ships fire with double barrel bullets 0=no 1=yes


BombFireEnergy

Amount of energy it takes a ship to fire a single bomb


BombFireEnergyUpgrade

Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade


BombThrust

Amount of back-thrust you receive when firing a bomb.


BombBounceCount

Number of times a ship's bombs bounce before they explode on impact


BombSpeed

How fast bombs travel


BombFireDelay

delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second)


EmpBomb

  • Min: 0
  • Max: 1

Whether ships fire EMP bombs 0=no 1=yes


SeeBombLevel

  • Min: 0
  • 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)


MaxMines

Maximum number of mines allowed in ships


SeeMines

  • Min: 0
  • Max: 1

Whether ships see mines on radar 0=no 1=yes


LandmineFireEnergy

Amount of energy it takes a ship to place a single L1 mine


LandmineFireEnergyUpgrade

Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade


LandmineFireDelay

delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second)


ShrapnelMax

  • Min: 0
  • Max: 31

Maximum amount of shrapnel released from a ship's bomb


ShrapnelRate

  • Min: 0
  • Max: 31

Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.


BurstSpeed

How fast the burst shrapnel is for this ship.


BurstShrapnel

Number of bullets released when a 'Burst' is activated


TurretThrustPenalty

Amount the ship's thrust is decreased with a turret riding


TurretSpeedPenalty

Amount the ship's speed is decreased with a turret riding


TurretLimit

Number of turrets allowed on a ship.


RocketTime

How long a Rocket lasts (in hundredths of a second)


InitialBounty

Number of 'Greens' given to ships when they start


AttachBounty

Bounty required by ships to attach as a turret


AfterburnerEnergy

Amount of energy required to have 'Afterburners' activated.


DisableFastShooting

  • Min: 0
  • Max: 1

If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled)


Radius

The ship's radius from center to outside, in pixels. Standard value is 14 pixels.


DamageFactor

How likely a the ship is to take damamage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never)


PrizeShareLimit

Maximum bounty that ships receive Team Prizes


SuperTime

  • Min: 1

How long Super lasts on the ship (in hundredths of a second)


ShieldsTime

  • Min: 1

How long Shields lasts on the ship (in hundredths of a second)


Gravity

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


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)