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Zimmermann Gyula edited this page Sep 18, 2013 · 4 revisions

The Bounty branch

This page was written as a step-in documentation until the branch doesn't hit trunk and thereby the Ares manual. The branch features the Bounty/Pillage and GiveMoney logics.


Bounty

The Bounty system was known well back in NPatch, which gave money for kills. Ares reimplements this logic and also adds in the Pillage logic.

Bounty tags are the following:

[TechnoType or Country]->Bounty.Pillager - bool, defaults to false at Country : If set, the unit will grant money for the Damage it delivered and not when it destroys a unit.

[TechnoType or Country]->Bounty.Modifier - double, defaults to 0 at Country : multiplier of the enemy victim's Cost/Damage which should be granted as bounty.

[TechnoType or Country]->Bounty.FriendlyModifier - double, defaults to 0 at Country : multiplier of the friendly victim's Cost/Damage which should be taken away as bounty.

[TechnoType or Country]->Bounty.Message - bool, defaults to false at Country : If set, the granted money will be written out above the unit as a FlyingString.

[TechnoType or Country]->Bounty.CostMultiplier - double, defaults to 1 at Country : multiplier of the victim's Cost which should be granted as bounty.

[TechnoType or Country]->Bounty.PillageMultiplier - double, defaults to 1 at Country : multiplier of victim's cost to gain as pillage when damaged (damage dealt * this modifier).

Keep in mind that Bounty and Pillage uses the same tags at attacker-side. If TechnoType flags are not specified, they'll fall back to their Country equivalents.


GiveMoney

The GiveMoney system was implemented to recreate Generals's Hackers... units which gather money based upon the weapon itself without even a target.

GiveMoney tags are the following:

[Weapon]->GiveMoney.DamageMultiplier - double, defaults to 0 : the multiplier applied to the weapon's actual Damage to be granted to the firer's owner.

[Weapon]->GiveMoney.Amount - double, defaults to 0 : a constant amount to be granted to the firer's owner.

NB: Actual value is summed by these two flags.

[Weapon]->GiveMoney.Message - bool, defaults to true : If set, the granted money will be written out above the unit as a FlyingString.

[Weapon]->GiveMoney.AddExperience - bool, defaults to false : If set, the granted money will be considered as experience towards the firer (like if the firer just killed a unit worthed the amount given).


FlyingStrings

The messages Bounty/Pillage and GiveMoney outputs to the screen are a special kind of messages, called as FlyingStrings, which also has some kind of control.

[GlobalControls]->FlyingStrings.Delay - integer, defaults to 20 : Specifies the amount of frames between two FlyingStrings to be outputted. This was added to disallow FlyingStrings to overlap each other caused by high ROF or Pillager combined with Sonic weaponry. This tag is ignored if a unit is removed from the field while it still had FlyingString data buffered.

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