Modrules.lua: Difference between revisions

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removed =default= part. its all explained in the examples.
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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 13:02, 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.

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