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).
finishingscareis a separate copy in every bear’s container. Ship lists them all; tick every one you want changed.- The
*_rulesscripts are per level, so a change there only affects that level.