Rethinking power calculation some.

This commit is contained in:
Olof Larsson
2013-04-23 12:14:36 +02:00
parent 6b7312bcf8
commit 3c60f75bbd
15 changed files with 283 additions and 414 deletions

View File

@@ -47,25 +47,11 @@ public class UConf extends Entity<UConf>
// POWER
// -------------------------------------------- //
public double powerMax = 10.0;
public double powerMin = -10.0;
public double powerStarting = 10.0; // New players start out with this power level
// TODO: Group default values together?
public double powerPerDeath = -4.0; // A death makes you lose 4 power
public double powerPlayerDefault = 0.0;
public double powerPerHourOnline = 10.0;
public double powerPerHourOffline = 0.0;
// players will no longer lose power from being offline once their power drops to this amount or less
public double powerLimitGainOnline = 10.0;
public double powerLimitGainOffline = 0.0;
public double powerLimitLossOnline = -10.0;
public double powerLimitLossOffline = 0.0;
public boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
public double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
public double powerFactionMax = 0.0; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts)
public double powerFactionMax = 1000.0;
// -------------------------------------------- //
// DENY COMMANDS