Implement a Mode for Top Lanes with Multiplier and Scoring
Related Config File Sections:
This example shows how to make a classic rule used in many games. By making the three top lanes light (J, A, and M), the playfield multiplier is increased from 1X to 2X, 3X, 4X, 5X, and then to 10X. The Right and Left Flipper buttons are used to control a lane change, and ending the ball resets the mode. This example is based on Bally's Heavy Metal Meltdown. The example below creates a new mode called JAM_rollover, and uses a machine-wide player variable named pf_multiplier. This variable is what can be used in other parts of the game logic to multiply values based on the current multiplier value, for example, when calculating end of ball bonuses. The counter value lb_JAM_complete_count is used as the count value in the JAM_lanes_done{count==2} within the variable_player conditional event statements.
# in your machine config
#! switches:
#! s_top_lane_J:
#! number:
#! s_top_lane_A:
#! number:
#! s_top_lane_M:
#! number:
#! lights:
#! l_jam_J:
#! number:
#! l_jam_A:
#! number:
#! l_jam_M:
#! number:
#! JAM_lanes:
#! number:
#! Playfield_2X:
#! number:
#! Playfield_3X:
#! number:
#! Playfield_4X:
#! number:
#! Playfield_5X:
#! number:
#! Playfield_10X:
#! number:
#! shows:
#! Playfield_2x_on:
#! - duration: 1
#! Playfield_3x_on:
#! - duration: 1
#! Playfield_4x_on:
#! - duration: 1
#! Playfield_5x_on:
#! - duration: 1
#! Playfield_10x_on:
#! - duration: 1
##! mode: JAM_rollover
# in modes/JAM_rollover
mode:
start_events: ball_started
priority: 110
counters:
lb_JAM_complete_count:
count_events: JAM_lanes_lit_complete
events_when_hit: JAM_lanes_done
starting_count: 1
direction: up
persist_state: false
shots:
top_lane_J:
switch: s_top_lane_J
show_tokens:
light: l_jam_J
top_lane_A:
switch: s_top_lane_A
show_tokens:
light: l_jam_A
top_lane_M:
switch: s_top_lane_M
show_tokens:
light: l_jam_M
shot_groups:
JAM_lanes:
shots: top_lane_J, top_lane_A, top_lane_M
rotate_left_events: s_left_flipper_active
rotate_right_events: s_right_flipper_active
reset_events:
JAM_lanes_lit_complete: 1s
variable_player:
mode_JAM_rollover_started:
pf_multiplier:
int: 1
action: set
JAM_lanes_done{count==2}:
pf_multiplier:
int: 2
action: set
JAM_lanes_done{count==3}:
pf_multiplier:
int: 3
action: set
JAM_lanes_done{count==4}:
pf_multiplier:
int: 4
action: set
JAM_lanes_done{count==5}:
pf_multiplier:
int: 5
action: set
JAM_lanes_done{count==6}:
pf_multiplier:
int: 10
action: set
JAM_lanes_complete:
score: 1000 * current_player.pf_multiplier
show_player:
JAM_lanes_lit_complete:
flash:
loops: 4
speed: 4
show_tokens:
lights: JAM_lanes
JAM_lanes_done{count==2}:
Playfield_2x_on:
show_tokens:
lights: Playfield_2X
JAM_lanes_done{count==3}:
Playfield_3x_on:
show_tokens:
lights: Playfield_2X, Playfield_3X
JAM_lanes_done{count==4}:
Playfield_4x_on:
show_tokens:
lights: Playfield_2X, Playfield_3X, Playfield_4X
JAM_lanes_done{count==5}:
Playfield_5x_on:
show_tokens:
lights: Playfield_2X, Playfield_3X, Playfield_4X, Playfield_5X
JAM_lanes_done{count>=6}:
Playfield_10x_on:
show_tokens:
lights: Playfield_2X, Playfield_3X, Playfield_4X, Playfield_5X, Playfield_10X
##! test
#! start_game
#! assert_player_variable 1 pf_multiplier
#! hit_and_release_switch s_top_lane_J
#! hit_and_release_switch s_top_lane_A
#! hit_and_release_switch s_top_lane_M
#! assert_player_variable 2 pf_multiplier
#! advance_time_and_run 2
#! hit_and_release_switch s_top_lane_J
#! hit_and_release_switch s_top_lane_A
#! hit_and_release_switch s_top_lane_M
#! assert_player_variable 3 pf_multiplier
#! advance_time_and_run 2
#! drain_all_balls
#! advance_time_and_run 2
#! assert_player_variable 1 pf_multiplier
#! hit_and_release_switch s_top_lane_J
#! hit_and_release_switch s_top_lane_A
#! hit_and_release_switch s_top_lane_M
#! assert_player_variable 2 pf_multiplier
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