Notes:SettingName:RCS:::Name of the Game the settings "create" Notes:Maker:Ronin Blade:::Creator of the settings Notes:CoMaker::::Original and/or helper of the zone Notes:MapName::::Map name(s) used with settings Notes:Mapper::::Map Maker's name Notes:Note1::::Any other misc notes you wish to add Notes:Note2::::Any other misc notes you wish to add Notes:Note3::::Any other misc notes you wish to add Notes:Note4::::Any other misc notes you wish to add Notes:Note5::::Any other misc notes you wish to add Bomb:BombDamageLevel:750:::Amount of damage a bomb causes at its center point (for all bomb levels) Bomb:BombAliveTime:6000:::Time bomb is alive (in hundredths of a second) Bomb:BombExplodeDelay:150:::How long after the proximity sensor is triggered before bomb explodes. (note: it explodes immediately if ship moves away from it after triggering it) Bomb:BombExplodePixels:80:::Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this) Bomb:ProximityDistance:3:::Radius of proximity trigger in tiles. Each bomb level adds 1 to this amount. Bomb:JitterTime:10:::How long the screen jitters from a bomb hit. (in hundredths of a second) Bomb:BombSafety:1:0:1:Whether proximity bombs have a firing safety (0=no 1=yes). If enemy ship is within proximity radius, will it allow you to fire. Bomb:EBombShutdownTime:400:::Maximum time recharge is stopped on players hit with an EMP bomb. Bomb:EBombDamagePercent:1000:::Percentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200% Bomb:BBombDamagePercent:1000:::Percentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200% Brick:BrickTime:12000:::How long bricks last (in hundredths of a second) Brick:BrickSpan:8:::How many tiles bricks are able to span Bullet:BulletDamageLevel:200:::Maximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1)) Bullet:BulletDamageUpgrade:100:::Amount of extra damage each bullet level will cause Bullet:BulletAliveTime:550:::How long bullets live before disappearing (in hundredths of a second) Bullet:ExactDamage:0:0:1:If damage is to be random or not (1=exact, 0=random) [Continuum .36] Burst:BurstDamageLevel:515:::Maximum amount of damage caused by a single burst bullet. Cost:PurchaseAnytime:1:0:1:Where prizes can be purchased 0 = safe zone, 1 = anywhere Cost:Recharge:100:::Cost (in points) to purchase this prize Cost:Energy:100:::Cost (in points) to purchase this prize Cost:Rotation:0:::Cost (in points) to purchase this prize Cost:Stealth:300:::Cost (in points) to purchase this prize Cost:Cloak:300:::Cost (in points) to purchase this prize Cost:XRadar:100:::Cost (in points) to purchase this prize Cost:Gun:150:::Cost (in points) to purchase this prize Cost:Bomb:200:::Cost (in points) to purchase this prize Cost:Bounce:300:::Cost (in points) to purchase this prize Cost:Thrust:150:::Cost (in points) to purchase this prize Cost:Speed:150:::Cost (in points) to purchase this prize Cost:MultiFire:100:::Cost (in points) to purchase this prize Cost:Prox:200:::Cost (in points) to purchase this prize Cost:Super:1000:::Cost (in points) to purchase this prize Cost:Shield:1000:::Cost (in points) to purchase this prize Cost:Shrap:100:::Cost (in points) to purchase this prize Cost:AntiWarp:100:::Cost (in points) to purchase this prize Cost:Repel:50:::Cost (in points) to purchase this prize Cost:Burst:50:::Cost (in points) to purchase this prize Cost:Decoy:10:::Cost (in points) to purchase this prize Cost:Thor:70:::Cost (in points) to purchase this prize Cost:Brick:100:::Cost (in points) to purchase this prize Cost:Rocket:20:::Cost (in points) to purchase this prize Cost:Portal:20:::Cost (in points) to purchase this prize Custom:SaveStatsTime:100000:100000:100000000:How often a custom arena saves its scores to the hard drive (in case something goes wrong) Door:DoorDelay:400:::How often doors attempt to switch their state. Door:DoorMode:-2:::Door mode (-2=all doors completely random, -1=weighted random (some doors open more often than others), 0-255=fixed doors (1 bit of byte for each door specifying whether it is open or not) Flag:FlaggerOnRadar:1:::Whether the flaggers appear on radar in red 0=no 1=yes Flag:FlaggerKillMultiplier:2:::Number of times more points are given to a flagger (1 = double points, 2 = triple points) Flag:FlaggerGunUpgrade:0:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes Flag:FlaggerBombUpgrade:0:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes Flag:FlaggerFireCostPercent:900:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200% Flag:FlaggerDamagePercent:900:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200% Flag:FlaggerSpeedAdjustment:100:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower) Flag:FlaggerThrustAdjustment:10:::Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust) Flag:FlaggerBombFireDelay:0:::Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20) Flag:CarryFlags:1:0:2:Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time) Flag:FlagDropDelay:6000:::Time before flag is dropped by carrier (0=never) Flag:FlagDropResetReward:0:::Minimum kill reward that a player must get in order to have his flag drop timer reset. Flag:EnterGameFlaggingDelay:0:::Time a new player must wait before they are allowed to see flags Flag:FlagBlankDelay:200:::Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds. Flag:NoDataFlagDropDelay:500:::Amount of time that a user can get no data from server before flags he is carrying are dropped. Flag:FlagMode:1:0:2:Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game) Flag:FlagResetDelay:1000000:::Amount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000 Flag:MaxFlags:10:0:32:Maximum number of flags in the arena. (0=no flag game) Flag:RandomFlags:0:0:1:Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes) Flag:FlagReward:1000000:::Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared) Flag:FlagRewardMode:0:0:1:How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)) Flag:FlagTerritoryRadius:1:::When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles). (note: 0 = special value meaning hide flags in center area of board as normal) Flag:FlagTerritoryRadiusCentroid:1:::When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level) Flag:FriendlyTransfer:1:0:1:Whether the flaggers can transfer flags to other teammates (0=no 1=yes) Kill:MaxBonus:0:::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 Kill:MaxPenalty:0:::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 Kill:RewardBase:0:::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 Kill:BountyIncreaseForKill:6:::Number of points added to players bounty each time he kills an opponent. Kill:EnterDelay:200:::How long after a player dies before he can re-enter the game. Kill:KillPointsPerFlag:500:::Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now) Kill:KillPointsMinimumBounty:50:::Bounty of target must be over this value to get any KillPointsPerFlag bonus points. Kill:DebtKills:0:::Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal) Kill:NoRewardKillDelay:0:::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) Kill:BountyRewardPercent:50:::Percentage of your own bounty added to your reward when you kill somebody else. Kill:FixedKillReward:-1:::Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always) Kill:JackpotBountyPercent:1000:::Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200% King:DeathCount:1:::Number of deaths a player is allowed until his crown is removed King:ExpireTime:12800:::Initial time given to each player at beginning of 'King of the Hill' round King:RewardFactor:10000:::Number of points given to winner of 'King of the Hill' round (uses FlagReward formula) King:NonCrownAdjustTime:100:::Amount of time added for killing a player without a crown King:NonCrownMinimumBounty:100:::Minimum amount of bounty a player must have in order to receive the extra time. King:CrownRecoverKills:3:::Number of crown kills a non-crown player must get in order to get their crown back. Latency:SendRoutePercent:500:300:800:Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks) Latency:KickOutDelay:2000:100:2000:Amount of time the server can receive no data from the player before the player is kicked. Latency:NoFlagDelay:500:100:1000:Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags. Latency:NoFlagPenalty:1000:300:32000:Amount of time user is penalized when they exceed the NoFlagDelay. Latency:SlowPacketKickoutPercent:1000:0:1000:Percentage of C2S slow packets before a player is kicked. Latency:SlowPacketTime:200:20:200:Amount of latency C2S that constitutes a slow packet. Latency:SlowPacketSampleSize:800:50:1000:Number of packets to sample C2S before checking for kickout. Latency:ClientSlowPacketKickoutPercent:1000:0:1000:Percentage of S2C slow packets before a player is kicked. Latency:ClientSlowPacketTime:40:20:200:Amount of latency S2C that constitutes a slow packet. Latency:ClientSlowPacketSampleSize:100:50:1000:Number of packets to sample S2C before checking for kickout. Latency:MaxLatencyForWeapons:200:20:200:Maximum C2S latency to allow before server disables weapons. Latency:MaxLatencyForPrizes:300:50:800:Maximum amount of time that can pass before a shared prize packet is ignored. Latency:MaxLatencyForKickOut:200:40:200:Maximum latency that allowed before kickout. Latency:LatencyKickOutTime:3000:300:3000:Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs. Latency:S2CNoDataKickoutDelay:500:100:32000:Amount of time a user can receive no data from server before connection is terminated. Latency:CutbackWatermark:32000:500:32000:Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets. Latency:C2SNoDataAction::::0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec Latency:C2SNoDataTime::::If above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place Message:MessageReliable:0:0:1:Whether messages are sent reliably. Message:AllowAudioMessages:1:0:1:Whether players can send audio messages (0=no 1=yes) Message:BongAllowed:0:0:1:Whether players can play bong sounds (0=no 1=yes) Message:QuickMessageLimit:8:::Maximum number of messages that can be sent in a row before player is kicked. Message:MessageTeamReliable:1:0:1:Whether team messages are sent reliably. Message:MessageDistance:17000:::Don't think this is used anymore.... Mine:MineAliveTime:12000:0:60000:Time that mines are active (in hundredths of a second) Mine:TeamMaxMines:12:0:32000:Maximum number of mines allowed to be placed by an entire team Misc:FrequencyShipTypes:0:0:1:Whether ship type is based on frequency player is on or not (0=no 1=yes) Misc:WarpPointDelay:6000:::How long a Portal point is active. Misc:DecoyAliveTime:3000:::Time a decoy is alive (in hundredths of a second) Misc:BounceFactor:22:::How bouncy the walls are (16=no-speed-loss) Misc:SafetyLimit:90000:::Amount of time that can be spent in the safe zone. (90000 = 15 mins) Misc:TickerDelay:1000:::Amount of time between ticker help messages. Misc:WarpRadiusLimit:10:::When ships are randomly placed in the arena, this parameter will limit how far from the center of the arena they can be placed (1024=anywhere) Misc:ActivateAppShutdownTime:0:::Amount of time a ship is shutdown after application is reactivated (ie. when they come back from windows mode) Misc:NearDeathLevel:0:::Amount of energy that constitutes a near-death experience (ships bounty will be decreased by 1 when this occurs -- used for dueling zone) Misc:VictoryMusic:1:0:1:Whether the zone plays victory music or not. Misc:BannerPoints:5000:::Number of points require to display a banner Misc:MaxLossesToPlay:0:::Number of deaths before a player is forced into spectator mode (0=never) Misc:SpectatorQuiet:0:0:1:Whether spectators can talk to active players (1=no 0=yes) Misc:MaxPlaying:30:::Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting)) Misc:TimedGame:0:::Amount of time in a timed game (like speed zone) (0=not a timed game) Misc:ResetScoreOnFrequencyChange:0:0:1:Whether a players score should be reset when they change frequencies (used primarily for timed games like soccer) Misc:SendPositionDelay:10:0:20:Amount of time between position packets sent by client. Misc:SlowFrameCheck:0:0:1:Whether to check for slow frames on the client (possible cheat technique) (flawed on some machines, do not use) Misc:SlowFrameRate:10:0:35:Check whether client has too slow frame rate to play (0=disabled, 1-35=Frame Rate limit, if < than this, kicked) [Continuum .36] Misc:AllowSavedShips:1:0:1:Whether saved ships are allowed (do not allow saved ship in zones where sub-arenas may have differing parameters) 1 = Savedfrom last arena/lagout, 0 = New Ship when entering arena/zone Misc:FrequencyShift:900:0:10000:Amount of random frequency shift applied to sounds in the game. Misc:ExtraPositionData:0:0:1:Whether regular players receive sysop data about a ship (leave this at zero) Misc:SheepMessage:When speaking with the dead it is best to stay cryptic.:::String that Appears when a player types ?sheep Misc:MaxPlayers:40:::This is max amount of players in this arena. Will override the .ini max arena setting Misc:GreetMessage:This arena was designed using the Ravik Core Settings:::This message, if set to anything, will be sent to the player who just enter arena/zone Misc:PeriodicMessage0::::Info about this will be in explained through all 0-4 of these. Read next one down... To set it blank, set it to: 0 Misc:PeriodicMessage1::::Must be set to this format: (Time for repeating) (Delay after arena is created) (Text) *Read Next! Misc:PeriodicMessage2::::Time for repeating will be after every X mins (60=1hour, 1440=1day), will display this message. *READ NEXT! Misc:PeriodicMessage3::::Delay will be after first person enters arena, it will then start this many mins after they enter. Good so they don't get one instantly for no reason. *READ NEXT! Misc:PeriodicMessage4::::Text will be the text. If text starts with a * (ie: *Hello), will act as a *zone message. If no * (ie: Hello), will act as a *arena command. Misc:MaxXRes::::Max X res limit, 0 = no limit Misc:MaxYRes::::Max Y res limit, 0 = no limit Misc:ContinuumOnly:0:::If set to 0, anyone can play. If set to 1, only continuum uses can play in ship, while all VIE clients will be locked in spec. Owner:UserId:1598341:::User ID number for Users name Owner:Name:Ronin Blade:::Owners Username PacketLoss:C2SKickOutPercent:600:::ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) PacketLoss:S2CKickOutPercent:600:::ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) PacketLoss:SpectatorPercentAdjust:1000:::Amount of extra packetloss a spectator is allowed to have. PacketLoss:PacketLossDisableWeapons:1:0:1:Whether the server disables weapons for high packetloss or not (1=yes 0=no) Periodic:RewardDelay:0:0:720000:Time interval between each periodic reward (0=no periodic reward) Periodic:RewardMinimumPlayers:0:0:255:Number of players that must be in the arena before periodic rewards will occur Periodic:RewardPoints:0:-500:1000:Number of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena) Prize:MultiPrizeCount:10:::Number of random 'Greens' given with a 'MultiPrize' Prize:PrizeFactor:10000:::Number of prizes hidden is based on number of players in game. This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person) Prize:PrizeDelay:300:::How often prizes are regenerated (in hundredths of a second) Prize:PrizeHideCount:30:::Number of prizes that are regenerated every PrizeDelay. Prize:MinimumVirtual:150:::Distance from center of arena that prizes/flags/soccer-balls will generate Prize:UpgradeVirtual:6:::Amount of additional distance added to MinimumVirtual for each player that is in the game. Prize:PrizeMaxExist:8000:::Maximum amount of time that a hidden prize will remain on screen. (actual time is random) Prize:PrizeMinExist:4000:::Minimum amount of time that a hidden prize will remain on screen. (actual time is random) Prize:PrizeNegativeFactor:300:::Odds of getting a negative prize. (1 = every prize, 32000 = extremely rare) Prize:DeathPrizeTime:800:::How long the prize exists that appears after killing somebody. Prize:EngineShutdownTime:700:::Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second) Prize:TakePrizeReliable:0:0:1:Whether prize packets are sent reliably (C2S) Prize:S2CTakePrizeReliable:0:0:1:Whether prize packets are sent reliably (S2C) PrizeWeight:Recharge:100:::Likelyhood of 'Full Charge' prize appearing (NOTE! This is FULL CHARGE, not Recharge!! stupid vie) PrizeWeight:QuickCharge:80:::Likelyhood of 'Recharge' prize appearing PrizeWeight:Energy:70:::Likelyhood of 'Energy Upgrade' prize appearing PrizeWeight:Rotation:60:::Likelyhood of 'Rotation' prize appearing PrizeWeight:Stealth:30:::Likelyhood of 'Stealth' prize appearing PrizeWeight:Cloak:20:::Likelyhood of 'Cloak' prize appearing PrizeWeight:AntiWarp:20:::Likelyhood of 'AntiWarp' prize appearing PrizeWeight:XRadar:20:::Likelyhood of 'XRadar' prize appearing PrizeWeight:Warp:40:::Likelyhood of 'Warp' prize appearing PrizeWeight:Gun:60:::Likelyhood of 'Gun Upgrade' prize appearing PrizeWeight:Bomb:50:::Likelyhood of 'Bomb Upgrade' prize appearing PrizeWeight:BouncingBullets:30:::Likelyhood of 'Bouncing Bullets' prize appearing PrizeWeight:Thruster:70:::Likelyhood of 'Thruster' prize appearing PrizeWeight:TopSpeed:70:::Likelyhood of 'Speed' prize appearing PrizeWeight:MultiFire:30:::Likelyhood of 'MultiFire' prize appearing PrizeWeight:Proximity:30:::Likelyhood of 'Proximity Bomb' prize appearing PrizeWeight:Glue:20:::Likelyhood of 'Engine Shutdown' prize appearing PrizeWeight:AllWeapons:10:::Likelyhood of 'Super!' prize appearing PrizeWeight:Shields:10:::Likelyhood of 'Shields' prize appearing PrizeWeight:Shrapnel:40:::Likelyhood of 'Shrapnel Upgrade' prize appearing PrizeWeight:Repel:40:::Likelyhood of 'Repel' prize appearing PrizeWeight:Burst:30:::Likelyhood of 'Burst' prize appearing PrizeWeight:Decoy:20:::Likelyhood of 'Decoy' prize appearing PrizeWeight:Thor:30:::Likelyhood of 'Thor' prize appearing PrizeWeight:Portal:30:::Likelyhood of 'Portal' prize appearing PrizeWeight:Brick:10:::Likelyhood of 'Brick' prize appearing PrizeWeight:Rocket:10:::Likelyhood of 'Rocket' prize appearing PrizeWeight:MultiPrize:20:::Likelyhood of 'Multi-Prize' prize appearing Radar:RadarMode:0:0:4:Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates) Radar:RadarNeutralSize:128:0:1024:Size of area between blinded radar zones (in pixels) Radar:MapZoomFactor:10:8:1000:A number representing how far you can see on radar. Repel:RepelSpeed:5000:::Speed at which players are repelled Repel:RepelTime:225:::Time players are affected by the repel (in hundredths of a second) Repel:RepelDistance:512:::Number of pixels from the player that are affected by a repel. Rocket:RocketThrust:25:::Thrust value given while a rocket is active. Rocket:RocketSpeed:5500:::Speed value given while a rocket is active. Routing:RadarFavor:3:1:7:Number of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet) Routing:CloseEnoughBulletAdjust:512:0:512:Distance off edge of screen in pixels that bullet packets will always forward to player. Routing:CloseEnoughBombAdjust:2048:0:4096:Distance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only) Routing:DeathDistance:2800:1000:16384:Distance death messages are forwarded. Routing:DoubleSendPercent:600:500:900:Percentage packetloss at which server starts double sending weapon packets. Routing:WallResendCount:2:0:3:Number of times a create wall packet is sent unreliably (in additional to the reliable send) Security:S2CKickOutPercentWeapons:600:::The percent kickout for not getting weapon packets. Security:SecurityKickOff:0:0:1:Whether players doing security violations get kicked off or not. Security:SuicideLimit:0:::Maximum number of suicides before player is kicked (no longer used since there are no suicides???) Security:MaxShipTypeSwitchCount:35:::Number of times a player can change ship type without being removed from the arena Security:PacketModificationMax:3:::Maximum number of modified packets allowed before a security violation is triggered. Security:MaxDeathWithoutFiring:5:::Number of times a player can die without firing before being removed from the arena. Shrapnel:ShrapnelSpeed:3000:::Speed that shrapnel travels Shrapnel:InactiveShrapDamage:3:::Amount of damage shrapnel causes in it's first 1/4 second of life. Shrapnel:ShrapnelDamagePercent:1000:::Percentage of normal damage applied to shrapnel (relative to bullets of same level) 0=0% 1000=100% 2000=200% Shrapnel:Random:1:0:1:Whether shrapnel spreads in circular or random patterns 0=circular 1=random Soccer:BallBounce:1:0:1:Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls) Soccer:AllowBombs:1:0:1:Whether the ball carrier can fire his bombs (0=no 1=yes) Soccer:AllowGuns:1:0:1:Whether the ball carrier can fire his guns (0=no 1=yes) Soccer:PassDelay:20:0:10000:How long after the ball is fired before anybody can pick it up (in hundredths of a second) Soccer:Mode:1:0:6:Goal configuration (0=any goal, 1=left-half/right-half, 2=top-half/bottom-half, 3=quadrants-defend-one-goal, 4=quadrants-defend-three-goals, 5=sides-defend-one-goal, 6=sides-defend-three-goals) Soccer:BallCount:0:::Number of soccer balls in the arena (0=soccer game off) Soccer:SendTime:200:::How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic) Soccer:Reward:-5000:::Negative numbers equal absolute points given, positive numbers use FlagReward formula. Soccer:CapturePoints:0:::If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. If negat Soccer:UseFlagger:0:0:1:If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes) Soccer:BallLocation:0:0:1:Whether the balls location is displayed at all times or not (0=not, 1=yes) Soccer:BallBlankDelay:200:::Amount of time a player can receive no data from server and still pick up the soccer ball. Soccer:CatchMinimum:12:::Minimun goals needed to win Soccer:CatchPoints:0:::Max goals needed to win Soccer:WinBy:0:::Have to beat other team by this many goals Team:MaxFrequency:9999:::Maximum number of frequencies allowed in arena (5 would allow frequencies 0,1,2,3,4) Team:MaxPerTeam:6:::Maximum number of players on a non-private frequency Team:MaxPerPrivateTeam:0:::Maximum number of players on a private frequency (0=same as MaxPerTeam) Team:DesiredTeams:2:::Number of teams the server creates when adding new players before it starts adding new players to existing teams. Team:ForceEvenTeams:10:::Whether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance Team:SpectatorFrequency:9:::Frequency reserved for spectators (does not have to be within MaxFrequency limit) Territory:RewardDelay:1000:::Time interval between each territory reward (0=no territory reward) Territory:RewardBaseFlags:1:::Minimum number of flags required to receive the territory reward Territory:RewardMinimumPlayers:1:::Minimum number of players required in game to receive the territory reward Territory:RewardPoints:100:::Amount of points given out to the players at end of each time interval (formula is complicated) Toggle:AntiWarpPixels:1500:::Distance Anti-Warp affects other players (in pixels) (note: enemy must also be on radar) Wormhole:GravityBombs:1:0:1:Whether a wormhole affects bombs (0=no 1=yes) Wormhole:SwitchTime:0:::How often the wormhole switches its destination. Warbird:InitialRotation:290:::Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) Javelin:InitialRotation:280:* Spider:InitialRotation:280:* Leviathan:InitialRotation:280:* Weasel:InitialRotation:280:* Terrier:InitialRotation:280:* Lancaster:InitialRotation:280:* Shark:InitialRotation:280:* Warbird:InitialThrust:16:::Initial thrust of ship (0 = none) Javelin:InitialThrust:15:* Spider:InitialThrust:15:* Leviathan:InitialThrust:10:* Weasel:InitialThrust:15:* Terrier:InitialThrust:15:* Lancaster:InitialThrust:18:* Shark:InitialThrust:15:* Warbird:InitialSpeed:2010:::Initial speed of ship (0 = can't move) Javelin:InitialSpeed:2200:* Spider:InitialSpeed:2010:* Leviathan:InitialSpeed:2010:* Weasel:InitialSpeed:2010:* Terrier:InitialSpeed:2010:* Lancaster:InitialSpeed:2300:* Shark:InitialSpeed:2010:* Warbird:InitialRecharge:650:::Initial recharge rate, or how quickly this ship recharges its energy. Javelin:InitialRecharge:650:* Spider:InitialRecharge:650:* Leviathan:InitialRecharge:650:* Weasel:InitialRecharge:650:* Terrier:InitialRecharge:650:* Lancaster:InitialRecharge:650:* Shark:InitialRecharge:650:* Warbird:InitialEnergy:1000:::Initial amount of energy that the ship can have. Javelin:InitialEnergy:1000:* Spider:InitialEnergy:1000:* Leviathan:InitialEnergy:600:* Weasel:InitialEnergy:1000:* Terrier:InitialEnergy:1000:* Lancaster:InitialEnergy:1000:* Shark:InitialEnergy:1000:* Warbird:MaximumRotation:300:::Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) Javelin:MaximumRotation:330:* Spider:MaximumRotation:330:* Leviathan:MaximumRotation:330:* Weasel:MaximumRotation:330:* Terrier:MaximumRotation:330:* Lancaster:MaximumRotation:440:* Shark:MaximumRotation:340:* Warbird:MaximumThrust:19:::Maximum thrust of ship (0 = none) Javelin:MaximumThrust:17:* Spider:MaximumThrust:17:* Leviathan:MaximumThrust:17:* Weasel:MaximumThrust:17:* Terrier:MaximumThrust:17:* Lancaster:MaximumThrust:22:* Shark:MaximumThrust:19:* Warbird:MaximumSpeed:3250:::Maximum speed of ship (0 = can't move) Javelin:MaximumSpeed:3750:* Spider:MaximumSpeed:3250:* Leviathan:MaximumSpeed:3000:* Weasel:MaximumSpeed:3250:* Terrier:MaximumSpeed:3250:* Lancaster:MaximumSpeed:3500:* Shark:MaximumSpeed:3250:* Warbird:MaximumRecharge:1150:::Maximum recharge rate, or how quickly this ship recharges its energy. Javelin:MaximumRecharge:1150:* Spider:MaximumRecharge:1150:* Leviathan:MaximumRecharge:1500:* Weasel:MaximumRecharge:1150:* Terrier:MaximumRecharge:1150:* Lancaster:MaximumRecharge:1150:* Shark:MaximumRecharge:1150:* Warbird:MaximumEnergy:1700:::Maximum amount of energy that the ship can have. Javelin:MaximumEnergy:1700:* Spider:MaximumEnergy:1700:* Leviathan:MaximumEnergy:1000:* Weasel:MaximumEnergy:1700:* Terrier:MaximumEnergy:1700:* Lancaster:MaximumEnergy:1700:* Shark:MaximumEnergy:1750:* Warbird:UpgradeRotation:10:::Amount added per 'Rotation' Prize Javelin:UpgradeRotation:10:* Spider:UpgradeRotation:10:* Leviathan:UpgradeRotation:10:* Weasel:UpgradeRotation:10:* Terrier:UpgradeRotation:10:* Lancaster:UpgradeRotation:10:* Shark:UpgradeRotation:10:* Warbird:UpgradeThrust:2:::Amount added per 'Thruster' Prize Javelin:UpgradeThrust:2:* Spider:UpgradeThrust:2:* Leviathan:UpgradeThrust:2:* Weasel:UpgradeThrust:2:* Terrier:UpgradeThrust:2:* Lancaster:UpgradeThrust:2:* Shark:UpgradeThrust:2:* Warbird:UpgradeSpeed:250:::Amount added per 'Speed' Prize Javelin:UpgradeSpeed:250:* Spider:UpgradeSpeed:250:* Leviathan:UpgradeSpeed:250:* Weasel:UpgradeSpeed:250:* Terrier:UpgradeSpeed:250:* Lancaster:UpgradeSpeed:250:* Shark:UpgradeSpeed:250:* Warbird:UpgradeRecharge:2:::Amount added per 'Recharge Rate' Prize Javelin:UpgradeRecharge:2:* Spider:UpgradeRecharge:2:* Leviathan:UpgradeRecharge:2:* Weasel:UpgradeRecharge:2:* Terrier:UpgradeRecharge:2:* Lancaster:UpgradeRecharge:2:* Shark:UpgradeRecharge:2:* Warbird:UpgradeEnergy:100:::Amount added per 'Energy Upgrade' Prize Javelin:UpgradeEnergy:100:* Spider:UpgradeEnergy:100:* Leviathan:UpgradeEnergy:100:* Weasel:UpgradeEnergy:100:* Terrier:UpgradeEnergy:100:* Lancaster:UpgradeEnergy:100:* Shark:UpgradeEnergy:100:* Warbird:CloakStatus:0:0:2:Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with Javelin:CloakStatus:0:* Spider:CloakStatus:1:* Leviathan:CloakStatus:0:* Weasel:CloakStatus:0:* Terrier:CloakStatus:0:* Lancaster:CloakStatus:0:* Shark:CloakStatus:1:* Warbird:StealthStatus:1:0:2:Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with Javelin:StealthStatus:1:* Spider:StealthStatus:2:* Leviathan:StealthStatus:1:* Weasel:StealthStatus:1:* Terrier:StealthStatus:1:* Lancaster:StealthStatus:1:* Shark:StealthStatus:2:* Warbird:XRadarStatus:1:0:2:Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with Javelin:XRadarStatus:1:* Spider:XRadarStatus:1:* Leviathan:XRadarStatus:1:* Weasel:XRadarStatus:1:* Terrier:XRadarStatus:1:* Lancaster:XRadarStatus:1:* Shark:XRadarStatus:2:* Warbird:AntiWarpStatus:1:0:2:Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with Javelin:AntiWarpStatus:1:* Spider:AntiWarpStatus:1:* Leviathan:AntiWarpStatus:1:* Weasel:AntiWarpStatus:1:* Terrier:AntiWarpStatus:1:* Lancaster:AntiWarpStatus:1:* Shark:AntiWarpStatus:1:* Warbird:CloakEnergy:100:0:32000:Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second) Javelin:CloakEnergy:100:* Spider:CloakEnergy:100:* Leviathan:CloakEnergy:100:* Weasel:CloakEnergy:100:* Terrier:CloakEnergy:100:* Lancaster:CloakEnergy:100:* Shark:CloakEnergy:300:* Warbird:StealthEnergy:333:0:32000:Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second) Javelin:StealthEnergy:333:* Spider:StealthEnergy:333:* Leviathan:StealthEnergy:333:* Weasel:StealthEnergy:333:* Terrier:StealthEnergy:333:* Lancaster:StealthEnergy:333:* Shark:StealthEnergy:300:* Warbird:XRadarEnergy:250:0:32000:Amount of energy required to have 'X-Radar' activated (thousanths per hundredth of a second) Javelin:XRadarEnergy:250:* Spider:XRadarEnergy:250:* Leviathan:XRadarEnergy:250:* Weasel:XRadarEnergy:250:* Terrier:XRadarEnergy:250:* Lancaster:XRadarEnergy:250:* Shark:XRadarEnergy:250:* Warbird:AntiWarpEnergy:100:0:32000:Amount of energy required to have 'Anti-Warp' activated (thousanths per hundredth of a second) Javelin:AntiWarpEnergy:100:* Spider:AntiWarpEnergy:100:* Leviathan:AntiWarpEnergy:100:* Weasel:AntiWarpEnergy:100:* Terrier:AntiWarpEnergy:100:* Lancaster:AntiWarpEnergy:100:* Shark:AntiWarpEnergy:100:* Warbird:InitialRepel:0:::Initial number of Repels given to ships when they start Javelin:InitialRepel:0:* Spider:InitialRepel:0:* Leviathan:InitialRepel:0:* Weasel:InitialRepel:0:* Terrier:InitialRepel:0:* Lancaster:InitialRepel:0:* Shark:InitialRepel:0:* Warbird:InitialBurst:0:::Initial number of Bursts given to ships when they start Javelin:InitialBurst:0:* Spider:InitialBurst:0:* Leviathan:InitialBurst:0:* Weasel:InitialBurst:0:* Terrier:InitialBurst:0:* Lancaster:InitialBurst:0:* Shark:InitialBurst:0:* Warbird:InitialBrick:0:::Initial number of Bricks given to ships when they start Javelin:InitialBrick:0:* Spider:InitialBrick:0:* Leviathan:InitialBrick:0:* Weasel:InitialBrick:0:* Terrier:InitialBrick:0:* Lancaster:InitialBrick:0:* Shark:InitialBrick:0:* Warbird:InitialRocket:0:::Initial number of Rockets given to ships when they start Javelin:InitialRocket:0:* Spider:InitialRocket:0:* Leviathan:InitialRocket:0:* Weasel:InitialRocket:0:* Terrier:InitialRocket:0:* Lancaster:InitialRocket:0:* Shark:InitialRocket:0:* Warbird:InitialThor:0:::Initial number of Thor's Hammers given to ships when they start Javelin:InitialThor:0:* Spider:InitialThor:0:* Leviathan:InitialThor:0:* Weasel:InitialThor:0:* Terrier:InitialThor:0:* Lancaster:InitialThor:0:* Shark:InitialThor:0:* Warbird:InitialDecoy:0:::Initial number of Decoys given to ships when they start Javelin:InitialDecoy:0:* Spider:InitialDecoy:1:* Leviathan:InitialDecoy:0:* Weasel:InitialDecoy:0:* Terrier:InitialDecoy:0:* Lancaster:InitialDecoy:0:* Shark:InitialDecoy:0:* Warbird:InitialPortal:0:::Initial number of Portals given to ships when they start Javelin:InitialPortal:0:* Spider:InitialPortal:0:* Leviathan:InitialPortal:0:* Weasel:InitialPortal:0:* Terrier:InitialPortal:0:* Lancaster:InitialPortal:0:* Shark:InitialPortal:0:* Warbird:InitialGuns:3:0:3:Initial level a ship's guns fire 0=no guns Javelin:InitialGuns:1:* Spider:InitialGuns:1:* Leviathan:InitialGuns:3:* Weasel:InitialGuns:1:* Terrier:InitialGuns:2:* Lancaster:InitialGuns:1:* Shark:InitialGuns:1:* Warbird:InitialBombs:1:0:3:Initial level a ship's bombs fire 0=no bombs Javelin:InitialBombs:2:* Spider:InitialBombs:0:* Leviathan:InitialBombs:3:* Weasel:InitialBombs:1:* Terrier:InitialBombs:1:* Lancaster:InitialBombs:0:* Shark:InitialBombs:0:* Warbird:RepelMax:3:::Maximum number of Repels allowed in ships Javelin:RepelMax:3:* Spider:RepelMax:3:* Leviathan:RepelMax:3:* Weasel:RepelMax:3:* Terrier:RepelMax:3:* Lancaster:RepelMax:3:* Shark:RepelMax:3:* Warbird:BurstMax:3:::Maximum number of Bursts allowed in ships Javelin:BurstMax:3:* Spider:BurstMax:3:* Leviathan:BurstMax:3:* Weasel:BurstMax:3:* Terrier:BurstMax:3:* Lancaster:BurstMax:3:* Shark:BurstMax:3:* Warbird:DecoyMax:3:::Maximum number of Decoys allowed in ships Javelin:DecoyMax:3:* Spider:DecoyMax:3:* Leviathan:DecoyMax:3:* Weasel:DecoyMax:3:* Terrier:DecoyMax:3:* Lancaster:DecoyMax:3:* Shark:DecoyMax:3:* Warbird:RocketMax:3:::Maximum number of Rockets allowed in ships Javelin:RocketMax:3:* Spider:RocketMax:3:* Leviathan:RocketMax:3:* Weasel:RocketMax:3:* Terrier:RocketMax:3:* Lancaster:RocketMax:3:* Shark:RocketMax:3:* Warbird:ThorMax:3:::Maximum number of Thor's Hammers allowed in ships Javelin:ThorMax:3:* Spider:ThorMax:3:* Leviathan:ThorMax:3:* Weasel:ThorMax:3:* Terrier:ThorMax:3:* Lancaster:ThorMax:3:* Shark:ThorMax:3:* Warbird:BrickMax:3:::Maximum number of Bricks allowed in ships Javelin:BrickMax:3:* Spider:BrickMax:3:* Leviathan:BrickMax:3:* Weasel:BrickMax:3:* Terrier:BrickMax:3:* Lancaster:BrickMax:3:* Shark:BrickMax:3:* Warbird:PortalMax:3:::Maximum number of Portals allowed in ships Javelin:PortalMax:3:* Spider:PortalMax:3:* Leviathan:PortalMax:3:* Weasel:PortalMax:3:* Terrier:PortalMax:3:* Lancaster:PortalMax:3:* Shark:PortalMax:3:* Warbird:MaxGuns:3:0:3:Maximum level a ship's guns can fire 0=no guns Javelin:MaxGuns:3:* Spider:MaxGuns:1:* Leviathan:MaxGuns:3:* Weasel:MaxGuns:3:* Terrier:MaxGuns:3:* Lancaster:MaxGuns:3:* Shark:MaxGuns:3:* Warbird:MaxBombs:2:0:3:Maximum level a ship's bombs can fire 0=no bombs Javelin:MaxBombs:2:* Spider:MaxBombs:1:* Leviathan:MaxBombs:3:* Weasel:MaxBombs:2:* Terrier:MaxBombs:2:* Lancaster:MaxBombs:0:* Shark:MaxBombs:2:* Warbird:BulletFireEnergy:20:::Amount of energy it takes a ship to fire a single L1 bullet Javelin:BulletFireEnergy:20:* Spider:BulletFireEnergy:20:* Leviathan:BulletFireEnergy:20:* Weasel:BulletFireEnergy:20:* Terrier:BulletFireEnergy:20:* Lancaster:BulletFireEnergy:20:* Shark:BulletFireEnergy:20:* Warbird:BulletSpeed:3000:::How fast bullets travel Javelin:BulletSpeed:3000:* Spider:BulletSpeed:3100:* Leviathan:BulletSpeed:3100:* Weasel:BulletSpeed:3100:* Terrier:BulletSpeed:2400:* Lancaster:BulletSpeed:3500:* Shark:BulletSpeed:3000:* Warbird:BulletFireDelay:20:::delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second) Javelin:BulletFireDelay:20:* Spider:BulletFireDelay:20:* Leviathan:BulletFireDelay:20:* Weasel:BulletFireDelay:20:* Terrier:BulletFireDelay:18:* Lancaster:BulletFireDelay:20:* Shark:BulletFireDelay:20:* Warbird:MultiFireEnergy:30:::Amount of energy it takes a ship to fire multifire L1 bullets Javelin:MultiFireEnergy:30:* Spider:MultiFireEnergy:30:* Leviathan:MultiFireEnergy:30:* Weasel:MultiFireEnergy:30:* Terrier:MultiFireEnergy:30:* Lancaster:MultiFireEnergy:30:* Shark:MultiFireEnergy:30:* Warbird:MultiFireDelay:50:::delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second) Javelin:MultiFireDelay:50:* Spider:MultiFireDelay:50:* Leviathan:MultiFireDelay:50:* Weasel:MultiFireDelay:50:* Terrier:MultiFireDelay:50:* Lancaster:MultiFireDelay:50:* Shark:MultiFireDelay:50:* Warbird:MultiFireAngle:500:::Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point) Javelin:MultiFireAngle:500:* Spider:MultiFireAngle:500:* Leviathan:MultiFireAngle:500:* Weasel:MultiFireAngle:500:* Terrier:MultiFireAngle:500:* Lancaster:MultiFireAngle:500:* Shark:MultiFireAngle:500:* Warbird:DoubleBarrel:0:0:1:Whether ships fire with double barrel bullets 0=no 1=yes Javelin:DoubleBarrel:0:* Spider:DoubleBarrel:1:* Leviathan:DoubleBarrel:0:* Weasel:DoubleBarrel:0:* Terrier:DoubleBarrel:0:* Lancaster:DoubleBarrel:0:* Shark:DoubleBarrel:0:* Warbird:BombFireEnergy:300:::Amount of energy it takes a ship to fire a single bomb Javelin:BombFireEnergy:300:* Spider:BombFireEnergy:300:* Leviathan:BombFireEnergy:300:* Weasel:BombFireEnergy:300:* Terrier:BombFireEnergy:300:* Lancaster:BombFireEnergy:300:* Shark:BombFireEnergy:300:* Warbird:BombFireEnergyUpgrade:50:::Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade Javelin:BombFireEnergyUpgrade:50:* Spider:BombFireEnergyUpgrade:50:* Leviathan:BombFireEnergyUpgrade:50:* Weasel:BombFireEnergyUpgrade:50:* Terrier:BombFireEnergyUpgrade:50:* Lancaster:BombFireEnergyUpgrade:50:* Shark:BombFireEnergyUpgrade:50:* Warbird:BombThrust:0:::Amount of back-thrust you receive when firing a bomb. Javelin:BombThrust:0:* Spider:BombThrust:0:* Leviathan:BombThrust:0:* Weasel:BombThrust:0:* Terrier:BombThrust:0:* Lancaster:BombThrust:0:* Shark:BombThrust:0:* Warbird:BombBounceCount:0:::Number of times a ship's bombs bounce before they explode on impact Javelin:BombBounceCount:1:* Spider:BombBounceCount:0:* Leviathan:BombBounceCount:0:* Weasel:BombBounceCount:0:* Terrier:BombBounceCount:0:* Lancaster:BombBounceCount:0:* Shark:BombBounceCount:0:* Warbird:BombSpeed:2300:::How fast bombs travel Javelin:BombSpeed:2300:* Spider:BombSpeed:2300:* Leviathan:BombSpeed:2300:* Weasel:BombSpeed:2300:* Terrier:BombSpeed:2300:* Lancaster:BombSpeed:2300:* Shark:BombSpeed:2300:* Warbird:BombFireDelay:150:::delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second) Javelin:BombFireDelay:150:* Spider:BombFireDelay:150:* Leviathan:BombFireDelay:150:* Weasel:BombFireDelay:150:* Terrier:BombFireDelay:150:* Lancaster:BombFireDelay:150:* Shark:BombFireDelay:150:* Warbird:EmpBomb:0:0:1:Whether ships fire EMP bombs 0=no 1=yes Javelin:EmpBomb:0:* Spider:EmpBomb:0:* Leviathan:EmpBomb:0:* Weasel:EmpBomb:1:* Terrier:EmpBomb:0:* Lancaster:EmpBomb:0:* Shark:EmpBomb:0:* Warbird:SeeBombLevel:1:0:4:If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) [Continuum .36] Javelin:SeeBombLevel:1:* Spider:SeeBombLevel:1:* Leviathan:SeeBombLevel:1:* Weasel:SeeBombLevel:1:* Terrier:SeeBombLevel:1:* Lancaster:SeeBombLevel:1:* Shark:SeeBombLevel:1:* Warbird:MaxMines:5:::Maximum number of mines allowed in ships Javelin:MaxMines:5:* Spider:MaxMines:5:* Leviathan:MaxMines:5:* Weasel:MaxMines:5:* Terrier:MaxMines:5:* Lancaster:MaxMines:5:* Shark:MaxMines:5:* Warbird:SeeMines:0:0:1:Whether ships see mines on radar 0=no 1=yes Javelin:SeeMines:0:* Spider:SeeMines:0:* Leviathan:SeeMines:0:* Weasel:SeeMines:1:* Terrier:SeeMines:0:* Lancaster:SeeMines:0:* Shark:SeeMines:0:* Warbird:LandmineFireEnergy:300:::Amount of energy it takes a ship to place a single L1 mine Javelin:LandmineFireEnergy:300:* Spider:LandmineFireEnergy:300:* Leviathan:LandmineFireEnergy:300:* Weasel:LandmineFireEnergy:300:* Terrier:LandmineFireEnergy:300:* Lancaster:LandmineFireEnergy:300:* Shark:LandmineFireEnergy:300:* Warbird:LandmineFireEnergyUpgrade:150:::Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade Javelin:LandmineFireEnergyUpgrade:150:* Spider:LandmineFireEnergyUpgrade:150:* Leviathan:LandmineFireEnergyUpgrade:150:* Weasel:LandmineFireEnergyUpgrade:150:* Terrier:LandmineFireEnergyUpgrade:150:* Lancaster:LandmineFireEnergyUpgrade:150:* Shark:LandmineFireEnergyUpgrade:150:* Warbird:LandmineFireDelay:125:::delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second) Javelin:LandmineFireDelay:125:* Spider:LandmineFireDelay:125:* Leviathan:LandmineFireDelay:125:* Weasel:LandmineFireDelay:125:* Terrier:LandmineFireDelay:125:* Lancaster:LandmineFireDelay:125:* Shark:LandmineFireDelay:125:* Warbird:ShrapnelMax:8:0:31:Maximum amount of shrapnel released from a ship's bomb Javelin:ShrapnelMax:8:* Spider:ShrapnelMax:8:* Leviathan:ShrapnelMax:8:* Weasel:ShrapnelMax:0:* Terrier:ShrapnelMax:8:* Lancaster:ShrapnelMax:8:* Shark:ShrapnelMax:8:* Warbird:ShrapnelRate:2:0:31:Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize. Javelin:ShrapnelRate:2:* Spider:ShrapnelRate:2:* Leviathan:ShrapnelRate:2:* Weasel:ShrapnelRate:2:* Terrier:ShrapnelRate:2:* Lancaster:ShrapnelRate:2:* Shark:ShrapnelRate:2:* Warbird:BurstSpeed:3000:::How fast the burst shrapnel is for this ship. Javelin:BurstSpeed:3000:* Spider:BurstSpeed:3000:* Leviathan:BurstSpeed:3000:* Weasel:BurstSpeed:3000:* Terrier:BurstSpeed:3000:* Lancaster:BurstSpeed:3000:* Shark:BurstSpeed:3000:* Warbird:BurstShrapnel:24:::Number of bullets released when a 'Burst' is activated Javelin:BurstShrapnel:24:* Spider:BurstShrapnel:24:* Leviathan:BurstShrapnel:24:* Weasel:BurstShrapnel:24:* Terrier:BurstShrapnel:24:* Lancaster:BurstShrapnel:24:* Shark:BurstShrapnel:24:* Warbird:TurretThrustPenalty:1:::Amount the ship's thrust is decreased with a turret riding Javelin:TurretThrustPenalty:1:* Spider:TurretThrustPenalty:1:* Leviathan:TurretThrustPenalty:1:* Weasel:TurretThrustPenalty:1:* Terrier:TurretThrustPenalty:1:* Lancaster:TurretThrustPenalty:1:* Shark:TurretThrustPenalty:1:* Warbird:TurretSpeedPenalty:125:::Amount the ship's speed is decreased with a turret riding Javelin:TurretSpeedPenalty:125:* Spider:TurretSpeedPenalty:125:* Leviathan:TurretSpeedPenalty:125:* Weasel:TurretSpeedPenalty:125:* Terrier:TurretSpeedPenalty:125:* Lancaster:TurretSpeedPenalty:125:* Shark:TurretSpeedPenalty:125:* Warbird:TurretLimit:5:::Number of turrets allowed on a ship. Javelin:TurretLimit:5:* Spider:TurretLimit:5:* Leviathan:TurretLimit:5:* Weasel:TurretLimit:5:* Terrier:TurretLimit:5:* Lancaster:TurretLimit:5:* Shark:TurretLimit:5:* Warbird:RocketTime:1000:::How long a Rocket lasts (in hundredths of a second) Javelin:RocketTime:1000:* Spider:RocketTime:1000:* Leviathan:RocketTime:1000:* Weasel:RocketTime:1000:* Terrier:RocketTime:1000:* Lancaster:RocketTime:1000:* Shark:RocketTime:1000:* Warbird:InitialBounty:0:::Number of 'Greens' given to ships when they start Javelin:InitialBounty:0:* Spider:InitialBounty:0:* Leviathan:InitialBounty:0:* Weasel:InitialBounty:0:* Terrier:InitialBounty:0:* Lancaster:InitialBounty:0:* Shark:InitialBounty:0:* Warbird:AttachBounty:12:::Bounty required by ships to attach as a turret Javelin:AttachBounty:12:* Spider:AttachBounty:12:* Leviathan:AttachBounty:5:* Weasel:AttachBounty:12:* Terrier:AttachBounty:12:* Lancaster:AttachBounty:12:* Shark:AttachBounty:12:* Warbird:AfterburnerEnergy:200:::Amount of energy required to have 'Afterburners' activated. Javelin:AfterburnerEnergy:200:* Spider:AfterburnerEnergy:200:* Leviathan:AfterburnerEnergy:200:* Weasel:AfterburnerEnergy:200:* Terrier:AfterburnerEnergy:200:* Lancaster:AfterburnerEnergy:200:* Shark:AfterburnerEnergy:200:* Warbird:DisableFastShooting:0:0:1:If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled) [Continuum .36] Javelin:DisableFastShooting:0:* Spider:DisableFastShooting:0:* Leviathan:DisableFastShooting:0:* Weasel:DisableFastShooting:0:* Terrier:DisableFastShooting:0:* Lancaster:DisableFastShooting:0:* Shark:DisableFastShooting:0:* Warbird:DamageFactor:1:::How likely a the ship is to take damamage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never) Javelin:DamageFactor:1:* Spider:DamageFactor:1:* Leviathan:DamageFactor:1:* Weasel:DamageFactor:1:* Terrier:DamageFactor:1:* Lancaster:DamageFactor:1:* Shark:DamageFactor:1:* Warbird:PrizeShareLimit:100:::Maximum bounty that ships receive Team Prizes Javelin:PrizeShareLimit:100:* Spider:PrizeShareLimit:100:* Leviathan:PrizeShareLimit:100:* Weasel:PrizeShareLimit:100:* Terrier:PrizeShareLimit:100:* Lancaster:PrizeShareLimit:100:* Shark:PrizeShareLimit:100:* Warbird:SuperTime:6000:1:-999:How long Super lasts on the ship (in hundredths of a second) Javelin:SuperTime:6000:* Spider:SuperTime:6000:* Leviathan:SuperTime:6000:* Weasel:SuperTime:6000:* Terrier:SuperTime:6000:* Lancaster:SuperTime:6000:* Shark:SuperTime:6000:* Warbird:ShieldsTime:4000:1:-999:How long Shields lasts on the ship (in hundredths of a second) Javelin:ShieldsTime:4000:* Spider:ShieldsTime:4000:* Leviathan:ShieldsTime:4000:* Weasel:ShieldsTime:4000:* Terrier:ShieldsTime:4000:* Lancaster:ShieldsTime:4000:* Shark:ShieldsTime:4000:* Warbird:Gravity:1500:::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 Javelin:Gravity:1500:* Spider:Gravity:1500:* Leviathan:Gravity:1500:* Weasel:Gravity:1500:* Terrier:Gravity:1500:* Lancaster:Gravity:1500:* Shark:Gravity:1500:* Warbird:GravityTopSpeed:100:::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) Javelin:GravityTopSpeed:100:* Spider:GravityTopSpeed:100:* Leviathan:GravityTopSpeed:100:* Weasel:GravityTopSpeed:100:* Terrier:GravityTopSpeed:100:* Lancaster:GravityTopSpeed:100:* Shark:GravityTopSpeed:100:* Warbird:SoccerBallFriction:12:::Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown) Javelin:SoccerBallFriction:12:* Spider:SoccerBallFriction:12:* Leviathan:SoccerBallFriction:12:* Weasel:SoccerBallFriction:12:* Terrier:SoccerBallFriction:12:* Lancaster:SoccerBallFriction:12:* Shark:SoccerBallFriction:12:* Warbird:SoccerBallProximity:64:::How close the player must be in order to pick up ball (in pixels) Javelin:SoccerBallProximity:64:* Spider:SoccerBallProximity:64:* Leviathan:SoccerBallProximity:64:* Weasel:SoccerBallProximity:64:* Terrier:SoccerBallProximity:64:* Lancaster:SoccerBallProximity:64:* Shark:SoccerBallProximity:64:* Warbird:SoccerBallSpeed:2500:::Initial speed given to the ball when fired by the carrier. Javelin:SoccerBallSpeed:2500:* Spider:SoccerBallSpeed:2500:* Leviathan:SoccerBallSpeed:2500:* Weasel:SoccerBallSpeed:2500:* Terrier:SoccerBallSpeed:2500:* Lancaster:SoccerBallSpeed:2500:* Shark:SoccerBallSpeed:2500:* Warbird:SoccerThrowTime:1200:::Time player has to carry soccer ball (in hundredths of a second) Javelin:SoccerThrowTime:1200:* Spider:SoccerThrowTime:1200:* Leviathan:SoccerThrowTime:1200:* Weasel:SoccerThrowTime:1200:* Terrier:SoccerThrowTime:1200:* Lancaster:SoccerThrowTime:1200:* Shark:SoccerThrowTime:1200:* Spectator:HideFlags:1:0:1:If flags are to be shown to specs when they are dropped (1=can't see them) [Continuum .36] Spectator:NoXRadar:0:0:1:If specs are allowed to have X (0=yes, 1=no) [Continuum .36] Maker:Maker::::Editor of this Template was done by Mine GO BOOM with the help of the letter K. Version 1.34.11h