AUMODSTRAWBERRY

NAME
SYNOPSIS
CONFIG.XML PROPERTIES
PROPERTIES EXPORTED
EQUATION VARIABLES
EQUATION FUNCTIONS
EXAMPLES

NAME

AU Module Strawberry - Scoring module

SYNOPSIS

This module implements Mayweek scoring based off an arbitrary formula which cna take into account, in theory, any desired variable. The format of the equations is specified in the relevant section.

CONFIG.XML PROPERTIES

This module has the following properties which can be set in the config file
AbaseScoreEqn, VbaseScoreEqn
Equations for transferring score between two players, assassin's and victim's equations respectivly.
AScoreModEqn, VScoreModEqn
Equations for calulating the post game modification, assassin;s and victim;s equations respectivly.

PROPERTIES EXPORTED

This module exports the following properties for an assassin Strawberry: May week scoring We implement three variables for each assassin:
BaseScore
Score available for transfer between players
PostGameMod
Non transferable score
FinalScore
Total of the base score and the post game modifer

EQUATION VARIABLES

The following variables are available, you can replace A with V to get the corresponding victim's properties, all are taken immediatly before this event. Inncoents always have a 0 for all variables unless stated otherwise.
${ABaseScore}
The assassin's base score.
${APostGameMod}
The assassin's score modifier.
${AInnocents}
Number of innocents the assassin has killed.
${AKills}
Number of player kills the assassin has.
${AKillsSinceDeath}
Number of players the assassin has killed since their last death.
${ADeaths}
Number of times this assassin has died.
${VisInnocent}
Indicator variable (1 if victim was an innocent, 0 o'wise). There is no Assassin version of this variable.

EQUATION FUNCTIONS

The following functions are available:
${fmin expr1, expr2, expr3, ... exprn}
The minimum of the values of the expresions
${fmax expr1, expr2, expr3, ... exprn}
The maximum of the values of the expressions

EXAMPLES

To implement a system of transfering one sixth of the points fora kill, have a 10 point penalty for killing an inncoent, then a 20 point one for the next one and so on, and all penalties and style bonuses applied after the game we'd use the following equations:
AbaseScoreEqn = ${ABaseScore} + ${VBaseScore}/6
VbaseScoreEqn = 5*${VBaseScore}/6
AScoreModEqn = ${APostGameMod} - ${VisInncoent}*10*${AInnocents}
VScoreModEqn = ${VPostGameMod}