implement Episode 3 meseta
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@@ -193,8 +193,6 @@
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// network level within the simulator. This log is fairly verbose at the
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// info level, so by default we suppress those messages.
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"IPStackSimulator": "WARNING",
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// License manager messages describe the creation of new license files.
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"LicenseManager": "INFO",
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// Lobby messages describe creation and deletion of lobbies and games, as
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// well as item tracking events within games. On Episode 3, debug messages
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// during battles go to this stream as well; use "DEBUG" here to see them.
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@@ -285,12 +283,23 @@
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// they are at the newserv main menu. If set, this value must be an integer.
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// "Episode3MenuSong": 0,
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// Episode 3 Meseta behavior. If enabled (which is the default), all players
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// have infinite Meseta, which effectively makes jukebox songs and Pinz's Shop
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// free. If disabled, all players have no Meseta, which makes these features
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// inaccessible. Proper Meseta behavior will be implemented at some point in
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// the future.
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"Episode3InfiniteMeseta": true,
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// If this is enabled, all players will have infinite Meseta, effectively
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// making the jukebox and Pinz's Shop free. Otherwise, Meseta behaves as
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// defined below. Meseta rewards are tied to a player's license (and therefore
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// their serial number) and are stored server-side.
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"Episode3InfiniteMeseta": false,
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// Meseta values for winning each tournament round. If a player defeats
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// another player in round 1, for example, they will earn 400 Meseta; if they
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// then defeat a COM in round 2, they will earn 200 more Meseta; if they
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// defeat another player in round 3, they will earn an additional 600.
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"Episode3DefeatPlayerMeseta": [400, 500, 600, 700, 800],
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"Episode3DefeatCOMMeseta": [100, 200, 300, 400, 500],
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// Winning the final round is worth this much extra Meseta.
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"Episode3FinalRoundMesetaBonus": 300,
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// If this option is enabled, the jukebox in Episode 3 lobbies does not deduct
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// any Meseta when a song is played. The player must still have at least 100
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// Meseta to play a song, however.
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"Episode3JukeboxIsFree": false,
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// Episode 3 battle behavior flags. When set to zero, battles behave as they
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// did on the original Sega servers. Combinations of behaviors can be enabled
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