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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Modrules.lua&amp;diff=14451</id>
		<title>Modrules.lua</title>
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		<updated>2013-08-14T18:19:21Z</updated>

		<summary type="html">&lt;p&gt;Nixtux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location==&lt;br /&gt;
&amp;lt;code&amp;gt;modrules.lua&amp;lt;/code&amp;gt; is a file in the &amp;lt;code&amp;gt;Gamedata/&amp;lt;/code&amp;gt; directory of a Spring game. &lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
This file controls various global parameters of the game, for example how fast units gain experience, what unit types can be transported, how fine grained the LOS system is, etc.&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
The engine source code which parses the data from this file is viewable here:&lt;br /&gt;
&lt;br /&gt;
* {{sourcelink|file=rts/Sim/Misc/ModInfo.cpp}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&amp;lt;code&amp;gt;Modrules.lua&amp;lt;/code&amp;gt; is divided into several sub-tables containing tags specific to each section, as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===capture===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = energyCostFactor&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.0&lt;br /&gt;
|description = How much of the original energy cost it requires to capture something.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===construction===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = constructionDecay&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Do uncompleted building frames begin to decay if no builder is working on them?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = constructionDecayTime&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 6.66&lt;br /&gt;
|description = The time in seconds before abandoned building frames begin to decay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = constructionDecaySpeed&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.03&lt;br /&gt;
|description = How fast build progress decays for abandoned building frames. Note that the rate is inversely proportional to the {{xtaglink|Units-UnitDefs|buildtime}} i.e. a building with a larger {{xtaglink|Units-UnitDefs|buildtime}} will decay more slowly for a given value of this tag than a building with a shorter {{xtaglink|Units-UnitDefs|buildtime}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===experience===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = experienceMult&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 1.0&lt;br /&gt;
|description = Controls the amount of experience gained by units engaging in combat. The formulae used are: &lt;br /&gt;
::&amp;lt;code&amp;gt;xp for damage = 0.1 * experienceMult * damage / target_HP * target_power / attacker_power&amp;lt;/code&amp;gt; &lt;br /&gt;
::&amp;lt;code&amp;gt;xp for kill = 0.1 * experienceMult * target_power / attacker_power&amp;lt;/code&amp;gt;. &lt;br /&gt;
: Where {{xtaglink|Units-UnitDefs|power}} can be set by the UnitDef tag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = powerScale&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 1.0&lt;br /&gt;
|description = Controls how gaining experience changes the relative {{xtaglink|Units-UnitDefs|power}} of the unit. The formula used is &amp;lt;code&amp;gt;Power multiplier = powerScale * (1 + xp / (xp + 1))&amp;lt;/code&amp;gt;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = healthScale&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.7&lt;br /&gt;
|description = Controls how gaining experience increases the {{xtaglink|Units-UnitDefs|maxDamage}} (total hitpoints) of the unit. The formula used is &amp;lt;code&amp;gt;Health multiplier = healthScale * (1 + xp / (xp + 1))&amp;lt;/code&amp;gt;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = reloadScale&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.4&lt;br /&gt;
|description = Controls how gaining experience decreases the {{xtaglink|Units-UnitDefs|reloadTime}} of the unit&#039;s weapons. The formula used is &amp;lt;code&amp;gt;Rate of fire multiplier = reloadScale * (1 + xp / (xp + 1))&amp;lt;/code&amp;gt;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===featureLOS===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = featureVisibility&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 3&lt;br /&gt;
|description = Controls the visibility of features. Can be &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - no default LOS for features, &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Gaia features always visible, &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; - allyteam &amp;amp; Gaia features always visible, or &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; - all features always visible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===fireAtDead===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = fireAtKilled&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|description = Will units continue to target and fire on enemies which are running their &amp;lt;code&amp;gt;Killed()&amp;lt;/code&amp;gt; animation? (See [[Animation-LuaCallins#Generic]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = fireAtCrashing&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|description = Will units continue to target and fire on enemy aircraft which are in the &#039;crashing&#039; state? (See [[Lua_SyncedCtrl#Unit_Control]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===flankingBonus===&lt;br /&gt;
For a deeper explanation of the flanking system, see [[Units:FlankingBonus]].&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = defaultMode&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 1&lt;br /&gt;
|description = The default {{xtaglink|Units-UnitDefs|flankingBonusMode}} for units. Can be &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - No flanking bonus. Mode &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; builds up the ability to move over time, and swings to face attacks, but does not respect the way the unit is facing. Mode &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; also can swing, but moves with the unit as it turns. Mode &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; stays with the unit as it turns and otherwise doesn&#039;t move, the ideal mode to simulate something such as tank armour. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====los====&lt;br /&gt;
{{tag&lt;br /&gt;
|name = losMipLevel&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 1&lt;br /&gt;
|description = Controls the resolution of the LOS calculations. A higher value means lower resolution but increased performance. An increase by one level means half the resolution of the LOS map in both x and y direction. Must be between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; inclusive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = losMul&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 1.0&lt;br /&gt;
|description = Multiplies all unit&#039;s {{xtaglink|Units-UnitDefs|sightDistance}} by this value. Generally speaking you should always use the default.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = airMipLevel&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 2&lt;br /&gt;
|description = Controls the resolution of the LOS vs. aircraft calculations. A higher value means lower resolution but increased performance. An increase by one level means half the resolution of the air-LOS map in both x and y direction. Must be between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; inclusive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = airLosMul&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 1.0&lt;br /&gt;
|description = Multiplies all unit&#039;s {{xtaglink|Units-UnitDefs|airSightDistance}} by this value. Generally speaking you should always use the default.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===movement===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowAirPlanesToLeaveMap&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Are (gunship) aircraft allowed to fly outside the bounds of the map?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowAircraftToHitGround&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|special = {{new|90.0}}&lt;br /&gt;
|description = Are aircraft allowed to hit the ground whilst manoeuvring?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowPushingEnemyUnits&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|special = {{new|83.0}}&lt;br /&gt;
|description = Can enemy ground units push each other during collisions?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowCrushingAlliedUnits&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|special = {{new|85.0}}&lt;br /&gt;
|description = Can allied ground units crush each other during collisions? Units still have to be explicitly set as crushable using the &amp;lt;code&amp;gt;crushable&amp;lt;/code&amp;gt; parameter of [[Lua_SyncedCtrl#Unit_Control|Spring.SetUnitBlocking]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowUnitCollisionDamage&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|special = {{new|85.0}}&lt;br /&gt;
|description = Do unit-unit (skidding) collisions cause damage?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowUnitCollisionOverlap&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|special = {{new|89.0}}&lt;br /&gt;
|description = Can mobile units collision volumes overlap one another? Allows unit movement like [http://www.youtube.com/watch?v=mRtePUdVk2o this (video)] at the cost of more &#039;clumping&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowGroundUnitGravity&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|special = {{new|92.0}}&lt;br /&gt;
|description = Allows fast moving mobile units to &#039;catch air&#039; as they move over terrain.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowHoverUnitStrafing&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true if using QTPFS pathfinder&lt;br /&gt;
|special = {{new|92.0}}&lt;br /&gt;
|description = Allows hovercraft units to slide in turns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = useClassicGroundMoveType&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|special = {{new|89.0}}&lt;br /&gt;
|description = A ticket back to unit movement circa 2009: no reversing, no {{xtaglink|Units-UnitDefs|turninplace|false}}, no smooth collision handling, no nothing. For comparison of pathfinding code.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===paralyze===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = paralyzeOnMaxHealth&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Are units paralyzed when the level of emp is greater than their current health or their maximum health?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===reclaim===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = multiReclaim&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 0&lt;br /&gt;
|description = Can multiple units reclaim a feature or only one? &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; implies the latter, all other values the former.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = reclaimMethod&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 1&lt;br /&gt;
|description = Controls how features are reclaimed. Can be &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - gradual reclaim, &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - all reclaimed at end, any other positive value &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; - reclaim in &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; chunks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = unitMethod&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 1&lt;br /&gt;
|description = Controls how units are reclaimed. Can be &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - gradual reclaim, &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - all reclaimed at end, any other positive value &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; - reclaim in &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; chunks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = featureEnergyCostFactor&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.0&lt;br /&gt;
|description = How much energy should reclaiming a feature cost? Multiplier against the fraction of the features&#039; {{xtaglink|Units-FeatureDefs|metal}} content reclaimed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = unitEnergyCostFactor&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.0&lt;br /&gt;
|description = How much energy should reclaiming a unit cost? Multiplier against the fraction of the unit&#039;s {{xtaglink|Units-UnitDefs|buildCostEnergy}} reclaimed. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = unitEfficiency&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 1.0&lt;br /&gt;
|description = How much metal should reclaiming a unit return? Multiplier against the unit&#039;s {{xtaglink|Units-UnitDefs|buildCostMetal}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowEnemies&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Can enemy units be reclaimed?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = allowAllies&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Can allied units be reclaimed?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===repair===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = energyCostFactor&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.0&lt;br /&gt;
|description = How much of the original energy cost it requires to repair something.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===resurrect===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = energyCostFactor&lt;br /&gt;
|type = float&lt;br /&gt;
|default = 0.5&lt;br /&gt;
|description = How much of the original energy cost it requires to resurrect something.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===sensors===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = requireSonarUnderWater&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = If &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; then when underwater, units only get LOS if they also have sonar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===system===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = luaThreadingModel&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 2&lt;br /&gt;
|description = Controls if and how the game supports Asynchronous Simulation, a more detailed explanation can be found [[Asynchronous_Simulation#Lua_Threading_Models|here]]. &lt;br /&gt;
3 and greater is experimental/unstable! &lt;br /&gt;
&lt;br /&gt;
Can be: &lt;br /&gt;
::&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - No MT, single threaded; &lt;br /&gt;
::&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Single state; &lt;br /&gt;
::&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; - Single state, batching of unsynced events; &lt;br /&gt;
::&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; - Dual states for synced, batching of unsynced events, synced/unsynced communication via EXPORT table and SendToUnsynced; &lt;br /&gt;
::&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; - Dual states for synced, batching of unsynced events, synced/unsynced communication via SendToUnsynced only; &lt;br /&gt;
::&amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; - Dual states for all, all synced/unsynced communication (widgets included) via SendToUnsynced only; &lt;br /&gt;
::&amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; - Dual states for all, all synced/unsynced communication (widgets included) is unmanaged and via SendToUnsynced only.}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = pathFinderSystem&lt;br /&gt;
|type = int&lt;br /&gt;
|default = 0&lt;br /&gt;
|special={{new|85.0}}&lt;br /&gt;
|description = Which pathfinder does the game use? Can be &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - The legacy default pathfinder or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Quad-Tree Pathfinder System ([[QTPFS]]).}}&lt;br /&gt;
&lt;br /&gt;
===transportability===&lt;br /&gt;
{{tag&lt;br /&gt;
|name = transportAir&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|description = Can aircraft be transported?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = transportShip&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|description = Can ships be transported?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = transportHover&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|description = Can hovercraft be transported?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = transportGround&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = true&lt;br /&gt;
|description = Can ground units be transported?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{tag&lt;br /&gt;
|name = targetableTransportedUnits&lt;br /&gt;
|type = bool&lt;br /&gt;
|default = false&lt;br /&gt;
|special = {{new|89.0}}&lt;br /&gt;
|description = Can transported units be targeted by weapons? &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; allows both manual and automatic targeting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Empty===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;modrules.lua&amp;lt;/code&amp;gt; can simply return an empty table like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
return {}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
If you do this, Spring will use the default values.&lt;br /&gt;
&lt;br /&gt;
===Configurable by modoptions===&lt;br /&gt;
Interestingly &amp;lt;code&amp;gt;modrules.lua&amp;lt;/code&amp;gt; can read [[Modoptions.lua|modoptions]], so these parameters can be scripted to be configurable from the lobby.&lt;br /&gt;
For example to allow selecting either legacy default pathfinder or [[QTPFS]] via a modoption:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  system = {&lt;br /&gt;
    pathFinderSystem = (Spring.GetModOptions() and (Spring.GetModOptions().qtpfs == &amp;quot;1&amp;quot;) and 1) or 0,&lt;br /&gt;
  },&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===External Examples===&lt;br /&gt;
[http://imolarpg.dyndns.org/trac/balatest/browser/trunk/gamedata/modrules.lua &#039;Balanced Annihilation&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
[http://trac.caspring.org/browser/trunk/mods/ca/gamedata/modrules.lua &#039;Complete Annihilation&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
[http://code.google.com/p/conflictterra/source/browse/games/CT/gamedata/modrules.lua &#039;Conflict Terra&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
[https://code.google.com/p/evolutionrts/source/browse/trunk/evolutiondev.sdd/Gamedata/modrules.lua &#039;Evolution RTS&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
[http://spring1944.svn.sourceforge.net/viewvc/spring1944/trunk/S44Main.sdd/gamedata/modrules.lua?&amp;amp;view=markup &#039;Spring: 1944&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
[http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/gamedata/modrules.lua &#039;ZeroK&#039; Modrules.lua]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:gamedata]]&lt;/div&gt;</summary>
		<author><name>Nixtux</name></author>
	</entry>
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