Ship Settings
The settings in this section is repeated for each of the eight ships.
Contents
- 1 InitialRotation
- 2 InitialThrust
- 3 InitialSpeed
- 4 InitialRecharge
- 5 InitialEnergy
- 6 MaximumRotation
- 7 MaximumThrust
- 8 MaximumSpeed
- 9 MaximumRecharge
- 10 MaximumEnergy
- 11 UpgradeRotation
- 12 UpgradeThrust
- 13 UpgradeSpeed
- 14 UpgradeRecharge
- 15 UpgradeEnergy
- 16 CloakStatus
- 17 StealthStatus
- 18 XRadarStatus
- 19 AntiWarpStatus
- 20 CloakEnergy
- 21 StealthEnergy
- 22 XRadarEnergy
- 23 AntiWarpEnergy
- 24 InitialRepel
- 25 InitialBurst
- 26 InitialBrick
- 27 InitialRocket
- 28 InitialThor
- 29 InitialDecoy
- 30 InitialPortal
- 31 InitialGuns
- 32 InitialBombs
- 33 RepelMax
- 34 BurstMax
- 35 DecoyMax
- 36 RocketMax
- 37 ThorMax
- 38 BrickMax
- 39 PortalMax
- 40 MaxGuns
- 41 MaxBombs
- 42 BulletFireEnergy
- 43 BulletSpeed
- 44 BulletFireDelay
- 45 MultiFireEnergy
- 46 MultiFireDelay
- 47 MultiFireAngle
- 48 DoubleBarrel
- 49 BombFireEnergy
- 50 BombFireEnergyUpgrade
- 51 BombThrust
- 52 BombBounceCount
- 53 BombSpeed
- 54 BombFireDelay
- 55 EmpBomb
- 56 SeeBombLevel
- 57 MaxMines
- 58 SeeMines
- 59 LandmineFireEnergy
- 60 LandmineFireEnergyUpgrade
- 61 LandmineFireDelay
- 62 ShrapnelMax
- 63 ShrapnelRate
- 64 BurstSpeed
- 65 BurstShrapnel
- 66 TurretThrustPenalty
- 67 TurretSpeedPenalty
- 68 TurretLimit
- 69 RocketTime
- 70 InitialBounty
- 71 AttachBounty
- 72 AfterburnerEnergy
- 73 DisableFastShooting
- 74 Radius
- 75 DamageFactor
- 76 PrizeShareLimit
- 77 SuperTime
- 78 ShieldsTime
- 79 Gravity
- 80 GravityTopSpeed
- 81 SoccerBallFriction
- 82 SoccerBallProximity
- 83 SoccerBallSpeed
- 84 SoccerThrowTime
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)
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)