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StatList.java
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class StatList {
/**
* The Acceleration stat
* first value being how fast the car can move from rest (not moving).
* Second and third value meaning how much speed it gains while the car is moving
* @author Omar Waly
*/
public static final float[][] acelf = {
{
11.0F, 5.0F, 3.0F
}, {
14.0F, 7.0F, 5.0F
}, {
10.0F, 5.0F, 3.5F
}, {
11.0F, 6.0F, 3.5F
}, {
10.0F, 5.0F, 3.5F
}, {
12.0F, 6.0F, 3.0F
}, {
7.0F, 9.0F, 4.0F
}, {
11.0F, 5.0F, 3.0F
}, {
12.0F, 7.0F, 4.0F
}, {
12.0F, 7.0F, 3.5F
}, {
11.5F, 6.5F, 3.5F
}, {
9.0F, 5.0F, 3.0F
}, {
13.0F, 7.0F, 4.5F
}, {
7.5F, 3.5F, 3.0F
}, {
11.0F, 7.5F, 4.0F
}, {
12.0F, 6.0F, 3.5F
}
};
/**
* The Top Speed stat
* Take the values as if each one was a gear from a gearbox. 1st to 2nd, 2nd to 3rd, dependent on power obtained
* @author Omar Waly
*/
static final int[][] swits = {
{
50, 185, 282
}, {
100, 200, 310
}, {
60, 180, 275
}, {
76, 195, 298
}, {
70, 170, 275
}, {
70, 202, 293
}, {
60, 170, 289
}, {
70, 206, 291
}, {
90, 210, 295
}, {
90, 190, 276
}, {
70, 200, 295
}, {
50, 160, 270
}, {
90, 200, 305
}, {
50, 130, 210
}, {
80, 200, 300
}, {
70, 210, 290
}
};
/**
* Handbrake power
* Basically, the braking power. Any negative value, would make you shoot forward instead of backward
* @author Omar Waly
*/
static final int[] handb = {
7, 10, 7, 15, 12, 8, 9, 10, 5, 7, 8, 10, 8, 12, 7, 7
};
/**
* Aerial rotation
* If the value is too much, your car will just rotate rapidly and you can't control it.
* @author Omar Waly
*/
static final float[] airs = {
1.0F, 1.2F, 0.95F, 1.0F, 2.2F, 1.0F, 0.9F, 0.8F, 1.0F, 0.9F, 1.15F, 0.8F, 1.0F, 0.3F, 1.3F, 1.0F
};
/**
* Aerial control
* This controls how high or low you'll go if you do flips, or how far you'll go if you do rollspins.
* This also effects the statbar of Aerial Control, but if this value is noticeably low, then the airs
* value will be used to display how much Aerial Control a car has.
* @author Omar Waly
*/
static final int[] airc = {
70, 30, 40, 40, 30, 50, 40, 90, 40, 50, 75, 10, 50, 0, 100, 60
};
/**
* Turning responsiveness
* @author Omar Waly
*/
static final int[] turn = {
6, 9, 5, 7, 8, 7, 5, 5, 9, 7, 7, 4, 6, 5, 7, 6
};
/**
* Grip of the car to the ground
* @author Omar Waly
*/
static final float[] grip = {
20.0F, 27.0F, 18.0F, 22.0F, 19.0F, 20.0F, 25.0F, 20.0F, 19.0F, 24.0F, 22.5F, 25.0F, 30.0F, 27.0F, 25.0F,
27.0F
};
/**
* How much your car bounces after landing stunts
* @author Omar Waly
*/
static final float[] bounce = {
1.2F, 1.05F, 1.3F, 1.15F, 1.3F, 1.2F, 1.15F, 1.1F, 1.2F, 1.1F, 1.15F, 0.8F, 1.05F, 0.8F, 1.1F, 1.15F
};
/**
* Tolerance towards track pieces
* @author Omar Waly
*/
static final float[] simag = {
0.9F, 0.85F, 1.05F, 0.9F, 0.85F, 0.9F, 1.05F, 0.9F, 1.0F, 1.05F, 0.9F, 1.1F, 0.9F, 1.3F, 0.9F, 1.15F
};
/**
* Car strength
* @author Omar Waly
*/
static final float[] moment = {
1.3F, 0.75F, 1.4F, 1.2F, 1.1F, 1.38F, 1.43F, 1.48F, 1.35F, 1.7F, 1.42F, 2.0F, 1.26F, 3.0F, 1.5F, 2.0F
};
/**
* Tolerance towards other cars
* @author Omar Waly
*/
static final float[] comprad = {
0.5F, 0.4F, 0.8F, 0.5F, 0.4F, 0.5F, 0.5F, 0.5F, 0.5F, 0.8F, 0.5F, 1.5F, 0.5F, 0.8F, 0.5F, 0.8F
};
/**
* How much a car can push another car while wasting
* @author Omar Waly
*/
static final int[] push = {
2, 2, 3, 3, 2, 2, 2, 4, 2, 2, 2, 4, 2, 2, 2, 2
};
/**
* The amount of "reverse push" or recoil the car will get from others
* @author Omar Waly
*/
static final int[] revpush = {
2, 3, 2, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 2, 2, 1
};
/**
* How much a car can lift another car while wasting
* @author Omar Waly
*/
static final int[] lift = {
0, 30, 0, 20, 0, 30, 0, 0, 20, 0, 0, 0, 10, 0, 30, 0
};
/**
* The amount of "reverse lift" or recoil the car will get from others
* @author Omar Waly
*/
static final int[] revlift = {
0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32
};
/**
* The variable for power loss, higher means longer power duration.
* @author Omar Waly
*/
static final int[] powerloss = {
2500000, 2500000, 3500000, 2500000, 4000000, 2500000, 3200000, 3200000, 2750000, 5500000, 2750000, 4500000,
3500000, 16700000, 3000000, 5500000
};
/**
* Y value of cars when flipped over during a bad landing
* @author Omar Waly
*/
static final int[] flipy = {
-50, -60, -92, -44, -60, -57, -54, -60, -77, -57, -82, -85, -28, -100, -63, -127
};
/**
* How badly a car can get smashed during wasting
* @author Omar Waly
*/
static final int[] msquash = {
7, 4, 7, 2, 8, 4, 6, 4, 3, 8, 4, 10, 3, 20, 3, 8
};
/**
* Collision radius
*
* "Clrad is the radius around each point that gets collided..
* So if you have a car with so much points, you need the clrad
* to be low or it will get damaged very fast as so many points
* will get effected...If a car has low points you need the clrad
* to be bigger so the damage reaches other points or else the car
* will be indestructible..."
* @author Omar Waly
*/
static final int[] clrad = {
3300, 1700, 4700, 3000, 2000, 4500, 3500, 5000, 10000, 15000, 4000, 7000, 10000, 15000, 5500, 5000
};
/**
* Damage Multiplier
* "The amount of damage based on the hit that should effect the points in clrad around the point of collision..."
* @author Omar Waly
*/
static final float[] dammult = {
0.75F, 0.8F, 0.45F, 0.8F, 0.42F, 0.7F, 0.72F, 0.6F, 0.58F, 0.41F, 0.67F, 0.45F, 0.61F, 0.25F, 0.38F, 0.52F
};
/**
* The amount of Damage that a car can take before it is considered as "wasted".
* @author Omar Waly
*/
static final int[] maxmag = {
7600, 4200, 7200, 6000, 6000, 15000, 17200, 17000, 18000, 11000, 19000, 10700, 13000, 45000, 5800, 18000
};
static final int[] engine = {
0, 1, 2, 1, 0, 3, 2, 2, 1, 0, 3, 4, 1, 4, 0, 3
};
static final float[] outdam = {
0.67F, 0.35F, 0.8F, 0.5F, 0.42F, 0.76F, 0.82F, 0.76F, 0.72F, 0.62F, 0.79F, 0.95F, 0.77F, 1.0F, 0.85F, 1.0F
};
static float[] proba = {
0.6F, 0.7F, 0.4F, 0.3F, 0.8F, 0, 0.3F, 0.3F, 0.3F, 0.1F, 0.1F, 0.5F, 0, 0, 0, 0
};
static final float[] dishandle = {
0.65F, 0.6F, 0.55F, 0.77F, 0.62F, 0.9F, 0.6F, 0.72F, 0.45F, 0.8F, 0.95F, 0.4F, 0.87F, 0.42F, 1.0F, 0.95F
};
}