Modrules.lua: Difference between revisions
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==Purpose== | ==Purpose== | ||
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. | 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. | ||
==default== | |||
*missing file not crash the engine (=?) | |||
*mandatory for the game (verified) | |||
*missing file *will output infolog error (=?) | |||
*when missing a default file is loaded by engine(=?) | |||
*missing values got default (verified) | |||
==Source== | ==Source== | ||
Revision as of 12:08, 30 April 2011
Location
modrules.lua is a file in the Gamedata/ directory of a Spring game.
Purpose
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.
default
- missing file not crash the engine (=?)
- mandatory for the game (verified)
- missing file *will output infolog error (=?)
- when missing a default file is loaded by engine(=?)
- missing values got default (verified)
Source
The engine source code which parses the data from this file is viewable here: https://github.com/spring/spring/blob/master/rts/Sim/Misc/ModInfo.cpp
Details
The page Units:FlankingBonus explains the flanking bonus that can be set in this file.
Examples
Empty
modrules.lua can simply return an empty table like this:
return {}
if you do this, Spring will use its hardcoded default values.
Complete
This is the full modrules.lua of the zeroK game:
local modrules = {
construction = {
constructionDecay = false; -- defaults to true
constructionDecayTime = 6.66; -- defaults to 6.66
constructionDecaySpeed = 0.03; -- defaults to 0.03
},
reclaim = {
multiReclaim = 1; -- defaults to 0
reclaimMethod = 0; -- defaults to 1
unitMethod = 0; -- defaults to 1
unitEnergyCostFactor = 0; -- defaults to 0
unitEfficiency = 0.5; -- defaults to 1
featureEnergyCostFactor = 0; -- defaults to 0
allowEnemies = false; -- defaults to true
allowAllies = false; -- defaults to true
},
repair = {
energyCostFactor = 1/3, -- defaults to 0
},
resurrect = {
energyCostFactor = 1.2, -- defaults to 0.5
},
capture = {
energyCostFactor = 1, -- defaults to 0
},
paralyze = {
paralyzeOnMaxHealth = true, -- defaults to true
},
sensors = {
requireSonarUnderWater = true, -- defaults to true
los = {
losMipLevel = 3, -- defaults to 1
losMul = 1, -- defaults to 1
airMipLevel = 4, -- defaults to 2
airMul = 1, -- defaults to 1
},
},
transportability = {
transportGround = 1; -- defaults to 1
transportHover = 1; -- defaults to 0
transportShip = 0; -- defaults to 0
transportAir = 0; -- defaults to 0
},
flankingBonus = {
-- defaults to 1
-- 0: no flanking bonus
-- 1: global coords, mobile
-- 2: unit coords, mobile
-- 3: unit coords, locked
defaultMode=0;
},
experience = {
experienceMult = 1.0; -- defaults to 1.0
-- these are all used in the following form:
-- value = defValue * (1 + (scale * (exp / (exp + 1))))
powerScale = 0.7; -- defaults to 1.0
healthScale = 0; -- defaults to 0.7
reloadScale = 0.5; -- defaults to 0.4
},
fireAtDead = {
fireAtKilled = false; -- defaults to false
fireAtCrashing = false; -- defaults to false
},
nanospray = {
allow_team_colors = true; -- defaults to true
},
featureLOS = {
-- 0 - no default LOS for features
-- 1 - gaia features always visible
-- 2 - allyteam/gaia features always visible
-- 3 - all features always visible
-- default 3
featureVisibility = 1;
},
}
return modrules