Rethinking power calculation some.
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@@ -47,25 +47,11 @@ public class UConf extends Entity<UConf>
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// POWER
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// -------------------------------------------- //
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public double powerMax = 10.0;
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public double powerMin = -10.0;
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public double powerStarting = 10.0; // New players start out with this power level
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// TODO: Group default values together?
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public double powerPerDeath = -4.0; // A death makes you lose 4 power
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public double powerPlayerDefault = 0.0;
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public double powerPerHourOnline = 10.0;
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public double powerPerHourOffline = 0.0;
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// players will no longer lose power from being offline once their power drops to this amount or less
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public double powerLimitGainOnline = 10.0;
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public double powerLimitGainOffline = 0.0;
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public double powerLimitLossOnline = -10.0;
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public double powerLimitLossOffline = 0.0;
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public boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
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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)
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public double powerFactionMax = 1000.0;
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// -------------------------------------------- //
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// DENY COMMANDS
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