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- Pacific Wings
- Appendices
- D Tuning Tables
Appendix D — Tuning Tables
The numbers that make Pacific Wings play the way it does. Change them to remix the game: the game’s Logic reads them from here. Try one change at a time, and run the game after each. If something stops working, put the old number back.
D.1 Data Tables
D.1.1 Enemy Types
One row per enemy kind. speed: how fast it flies south once it is in view, in meters per second. health: how many hits shoot it down. points: the score for shooting it down. firstShotSeconds: seconds from coming into view to its first shot. shotSecondsMin and shotSecondsMax: the shortest and longest wait between later shots. weaveSpeed, weaveSeconds and weaveAngle: how fast it slides sideways, how often it turns, and how far it banks (0 = it does not weave). tracerSpeed: how fast its tracers fly (meters per second). aimConeDegrees: how far from straight south it may aim at the Fighter (0 = it always fires straight south). wingCannonsDropChance and repairCrateDropChance: the chance (0 to 1) that it drops that pickup when it is shot down.
3.711001.151.42.50007.700.080.0354.25225010.91.73.50.6868.9650.080.0352.156002.150.781.251.51.4568.9650.220.12D.1.2 Reinforcement Orders
One row per enemy kind sent as reinforcements (the row name is the enemy kind, as in Enemy Types). fromStage: the stage at which they start. firstSeconds: the wait before the first group. secondsMin and secondsMax: the shortest and longest wait between groups. cap: no more are sent while this many of that kind are alive. perWave: how many come at once. xMin and xMax: where across the route (meters) the first one may appear; laneStepMeters: how far right each next one’s lane is.
10.753.851422.58.19.420.357.291012.817.2030.451013513.7516.250D.1.3 Weapon Levels
One row per weapon level, in order (row 0 is weapon level 0). centerGun: the Center Muzzle fires. wingCannons: the Left and Right Muzzles fire. fireRateSeconds: the time between volleys.
YesNo0.14NoYes0.15YesYes0.15D.1.4 Kill Chain Multipliers
One row per step of the kill chain, in order; a chain starts at the first row and moves one row down with each shoot-down, up to the last. multiplier: the points multiplier at that step. scoreColor: the color of the score text then.
1#fff4cf2#ffe0663#ffab404#ff6a3dD.1.5 Command Bomber Phases
One row per Command Bomber phase, in order; the phases split its health equally. damageTint: its color after each hit. startShake and startShakeSeconds: how strong and how long the camera shakes as the phase begins; startFlakParticles: how big the Flak Burst is then; dropsWingCannons: whether it drops a Wing Cannons then. gunFirstSeconds: the wait before the phase’s first burst of straight fire; gunSeconds: the time between bursts; gunNose: whether the nose gun fires too (the wing guns always do); gunFlashParticles: how big each muzzle flash is. aimedFirstSeconds: the wait before the phase’s first warning of an aimed volley; aimedSeconds: the time between warnings; aimedWarningSeconds: the time from a warning to its volley; aimedNose and aimedWings: which guns fire the volley; aimedWarningParticles and aimedFlashParticles: how big the warning flash and each muzzle flash are. flakTracers: how many tracers a flak fan has (0: this phase has no flak); flakFirstSeconds: the wait before the phase’s first flak warning; flakSeconds: the time between warnings; flakWarningSeconds: the time from a warning to its fan; flakArcDegrees: how wide the fan is, in degrees; flakSpeed: how fast its tracers fly, in meters per second; flakWarningParticles and flakFlashParticles: how big the warning flash and the flash as the fan fires are; flakWarningShake: how strong the warning’s camera shake is (0: no shake).
#ffd0b8000No0.780.45No51.750.80.48YesNo108000000000#ffd6a00.0180.3236Yes0.60.25No51.350.50.5NoYes7553.20.70.5706.920140#ff9c8f0.0280.4552Yes0.460.2Yes41.050.350.38YesYes6472.250.450.38112828180.012D.1.6 Round Settings
One row per round of a mission, in order (row 0 is round 1); a mission has as many rounds as rows. commandBomberHealthScale: the Command Bomber’s health times this. enemyPace: enemy fire and reinforcement waits times this. enemySpeed: enemy flight speed times this. skyTint and skyAlpha: the sky’s color for the round.
11#07123d00.851.1#ff7a360.180.71.2#07123d0.42D.2 Logic Numbers
The numbers and colors each Logic Component keeps in its Shared Variables and Per Instance Variables, with the Starting Value its card gives. A value set on its Object, under Variables in the Properties, or on a placement in the Scene, wins over the value here.
FIGHTER GUNS
tracerSpeed ................ 17.5
centerFlashParticles ....... 5
wingFlashParticles ......... 4
FLY SOUTH WHEN SEEN
speed ...................... 3.7
TAKES HITS
flashColor ................. #ffffff
damageTint ................. #ffd0b8
flashSeconds ............... 0.07
hitParticles ............... 10
SHOT DOWN
explosionParticles ......... 42
SCORE
wingCannonsPoints .......... 250
repairCratePoints .......... 100
commandBomberHitPoints ..... 10
commandBomberPoints ........ 2000
CRASHES INTO FIGHTER
crashParticles ............. 30
FIRE WHEN SEEN
tracerSpeed ................ 7.7
firstShotSeconds ........... 1.15
shotSecondsMin ............. 1.4
shotSecondsMax ............. 2.5
muzzleFlashParticles ....... 5
aimConeDegrees ............. 0
minimumForwardMeters ....... 2.8
LOST ON HIT
explosionParticles ......... 88
shakeIntensity ............. 0.032
shakeSeconds ............... 0.48
flashColor ................. #fff1bd
flashSeconds ............... 0.16
flashBeforeStage ........... 4
RETURN FLIGHT
returnSeconds .............. 1.2
protectionSeconds .......... 2
belowLaneMeters ............ 2.5
blinkSeconds ............... 0.1
dimAlpha ................... 0.25
PLANES
startingPlanes ............. 3
reserveDelaySeconds ........ 2
reserveStartBelowMiddle .... 17.5
maximumPlanes .............. 6
SHOW WHILE IN RESERVE
slot ....................... 1
WEAVE
weaveSpeed ................. 3.5
weaveSeconds ............... 0.68
weaveAngle ................. 6
STAGES
shakeIntensity ............. 0.012
shakeSeconds ............... 0.35
REINFORCEMENTS
aboveCameraMeters .......... 11.25
MOVE AHEAD WHEN PASSED
leadMeters ................. 17.5
gapMin ..................... 10.6
gapMax ..................... 13.1
xMin ....................... 4.4
xMax ....................... 15.6
DRIFT SIDEWAYS
driftSpeed ................. 0.4
leftX ...................... 3.1
rightX ..................... 16.9
COLLECTED BY FIGHTER
sparkleParticles ........... 42
SPIN
spinDegreesPerSecond ....... -96
DROPS PICKUPS
wingCannonsChance .......... 0
repairCrateChance .......... 0
SUPPLY DROPS
firstSeconds ............... 9.5
secondsMin ................. 10
secondsMax ................. 14
wingCannonsChance .......... 0.7
repairCrateChance .......... 0.32
wingCannonsAheadMeters ..... 8.4
repairCrateAheadMeters ..... 8.9
xMin ....................... 3.1
xMax ....................... 16.9
KILL CHAIN
chainSeconds ............... 1.5
FOCUS
normalSpeed ................ 7.8
focusSpeedFactor ........... 0.45
moveSpeed .................. 7.8
COMMAND BOMBER ARRIVAL
laneMeters ................. 6.9
formationAboveMiddleMeters . 3.4
COMMAND BOMBER HEALTH
startingHealth ............. 240
shotDownParticles .......... 132
shotDownShake .............. 0.045
shotDownShakeSeconds ....... 0.8
COMMAND BOMBER HITS
flashColor ................. #ffffff
flashSeconds ............... 0.07
hitParticles ............... 10
phaseRow ................... 0
COMMAND BOMBER GUNS
tracerSpeed ................ 7.7
phaseRow ................... 0
COMMAND BOMBER AIMED VOLLEYS
aimedTracerSpeed ........... 8.9
minimumForwardMeters ....... 2.8
aimConeDegrees ............. 65
phaseRow ................... 0
COMMAND BOMBER FLAK
warningShakeSeconds ........ 0.2
phaseRow ................... 0
ROUNDS
breatherSeconds ............ 3.5
fadeSeconds ................ 0.8
SHOW AT GAME STATE
delaySeconds ............... 1
