Scoring: points and the combo multiplier

Most of the big point awards and the whole combo multiplier ladder are set in scripts, so they are easy to change.

Where it lives

Container Script What’s in it
global.lu scoremanager The combo multiplier ladder and score settings (17 lines)
naughtyisland.lu naughtyisland_npcbase Points for driving a bear insane, by bear type
naughtyisland.lu librarygameevents Bonuses for clearing a zone or the whole level
each bear’s container (e.g. copbear.lu) finishingscare Points when an insane bear finishes itself off
episode and challenge containers *_rules Objective, gate and bridge bonuses

Interpretation: the everyday points for hits, kills and scares were not found in the scripts and look like they come from the game’s data instead.

The combo multiplier

All of scoremanager’s ladder:

engine.HazingScoreMgr_AddCombo(1, 0.0, 2.0)
engine.HazingScoreMgr_AddCombo(2.0, 50.0, 2.0)
engine.HazingScoreMgr_AddCombo(5, 150.0, 6.0)
engine.HazingScoreMgr_AddCombo(10, 350.0, 12.0)
engine.HazingScoreMgr_AddCombo(25, 650.0, 20.0)
engine.HazingScoreMgr_AddCombo(50.0, 1050.0, 50.0)
engine.HazingScoreMgr_AddCombo(75, 1550.0, 80.0)
engine.HazingScoreMgr_AddCombo(100, 2050.0, 100)
engine.HazingScoreMgr_SetMaxComboScore(2550.0)

Interpretation: each line is one step of the ladder. The first value is the multiplier (x1 to x100), the second is the combo score needed to reach it, and SetMaxComboScore is the top of the bar. What the third value does is not known yet.

Points for driving a bear insane

From NaughtyIsland_NPCBase:FearStateChangedCB, one of its twelve cases:

    elseif self.factionName == FACTION_COP_BEAR_HASH then
      engine.HazingScoreMgr_AddScoreWithComboSettings(SCORE_GROUP_ACTION, SCORE_INSANE_COP, SCORECATEGORY_PLAYER, 2000.0, false, false)

The fourth value is the points. All of them:

Bears Points
Normal bears 1000
Cops, ninjas, zombears, pirates 2000
Army, aliens, robots, B.E.A.R., vampires, danger bears 3000
The Unibear 25000

Other awards

What Points Script
An insane bear finishes itself off 500 finishingscare
Every bear in a zone killed / driven insane 5000 librarygameevents
Every bear in the level killed / driven insane 50000 librarygameevents
Every collectible destroyed 25000 librarygameevents
Objective complete, or a zone’s collectibles cleared 10000 *_rules
Gate or bridge opened 1000 *_rules
Health pickup, power pill 100 the pickup’s own script

How to change it

Change the number and Ship. Keep the decimal point where the game has one (2000.0), since that is how NB1 tells a decimal number from a whole one (see Numbers).

  • finishingscare is a separate copy in every bear’s container. Ship lists them all; tick every one you want changed.
  • The *_rules scripts are per level, so a change there only affects that level.