Ship Settings
[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark] These settings determine the properties of 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
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: Pixels / seconds / 10.
Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.
InitialRecharge
Datatype: Energy / seconds / 10.
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: Pixels / seconds / 10.
Maximum (with upgrades) speed of ship.
MaximumRecharge
Datatype: Energy / seconds / 10. (That is, 10 means 1 energy per second.)
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: Pixels / seconds / 10.
Amount added per Speed Upgrade Prize.
UpgradeRecharge
Datatype:Energy / seconds / 10..
Amount added per Recharge Upgrade Prize.
UpgradeEnergy
Datatype: Energy.
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 / seconds / 10 (0 to 32000).
Amount of energy required to have 'Cloak' activated.
StealthEnergy
Datatype: Energy / seconds / 10 (0 to 32000).
Amount of energy required to have 'Stealth' activated.
XRadarEnergy
Datatype: Energy / seconds / 10 (0 to 32000).
Amount of energy required to have 'X-Radar' activated.
AntiWarpEnergy
Datatype: Energy / seconds / 10 (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: Pixels / seconds / 10.
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: Pixels / seconds / 10.
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: Pixels / seconds / 10.
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: Pixels / seconds / 10.
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.
Datatype: Points.
Maximum bounty that this ship can receive by Team Prizes.
SuperTime
Datatype: Hundredths of seconds.
How long Super lasts for this ship. The actual time is random up to this value.
ShieldsTime
Datatype: Hundredths of seconds.
How long Shields last for this ship.
Gravity
Datatype: Factor.
Modifies 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.
The setting for Warbird also controls how far out bombs/mines are effected by wormholes.
GravityTopSpeed
Datatype: Pixels / seconds / 10.
How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that this does not replace the previous speed.
SoccerBallFriction
Datatype: Unknown.
Amount of friction on the soccer ball. That is, how soon a fired soccer ball will slow down.
SoccerBallProximity
Datatype: Pixels.
How close the ship must be in order to pick up a ball.
Set this to 0 to disallow the ship from picking up a ball.
SoccerBallSpeed
Datatype: Pixels / seconds / 10.
Initial speed given to the ball when fired by this ship.
SoccerThrowTime
Datatype: Hundredths of seconds.
Time player has to carry soccer ball before it automatically fires (out the rear).