Multiply kill scores by skill damage factor.
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3 changed files with 5 additions and 3 deletions
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@ -692,7 +692,7 @@ Message display. Can be configured to show different numbers of messages dependi
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Current score.
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The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
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The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000 *(and multiplied by the current skill's damage factor)*, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
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You are also given score for finding secrets and counted items, +100 for each secret, +1000 if it's the final one and +10 for each item or +500 if it's the final one. In addition, +5000 will be given to all players if the level is fully cleared *(100% kills/items/secrets)*.
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r158 \cu(Tue 5 Jul 23:33:29 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r158 \cu(2022-07-05 23:33:29)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r159 \cu(Tue 5 Jul 23:40:50 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r159 \cu(2022-07-05 23:40:50)\c-";
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@ -261,6 +261,8 @@ extend Class SWWMHandler
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lastkill[pnum] = level.maptime;
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// scoring
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int score = min(1000,int(ceil(e.Thing.GetSpawnHealth()*.05)*10));
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// skill multiplier
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score = int(score*G_SkillPropertyFloat(SKILLP_DamageFactor));
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// player score is always the same
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if ( e.Thing.player )
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{
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