1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273
|
-- Custom Options Definition Table format
-- NOTES:
-- - using an enumerated table lets you specify the options order
--
-- These keywords must be lowercase for LuaParser to read them.
--
-- key: the string used in the script.txt
-- name: the displayed name
-- desc: the description (could be used as a tooltip)
-- type: the option type
-- def: the default value
-- min: minimum value for number options
-- max: maximum value for number options
-- step: quantization step, aligned to the def value
-- maxlen: the maximum string length for string options
-- items: array of item strings for list options
-- scope: 'global', 'player', 'team', 'allyteam'
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- Example EngineOptions.lua
--
local options =
{
{
key = 'GameMode',
name = 'Game end condition',
desc = 'Determines what condition triggers the defeat of a player',
type = 'list',
def = '0',
items =
{
{
key = '0',
name = 'Kill everything',
desc = 'The player will lose only after all units of the player will be killed',
},
{
key = '1',
name = 'Commander ends',
desc = 'The player will lose when his commander will be dead',
},
{
key = '2',
name = 'Commander lineage ends',
desc = 'This is a stricter form of commander ends\nevery unit will inherit the lineage from the player whom built it\neven if shared, when the commander dies the unit will still die',
},
{
key = '3',
name = 'Infinite',
desc = 'Game will never end',
},
},
},
{
key = 'StartingResources',
name = 'Starting Resources',
desc = 'Sets storage and amount of resources that players will start with',
type = 'section',
},
{
key = 'StartMetal',
name = 'Starting metal',
desc = 'Determines amount of metal and metal storage that each player will start with',
type = 'number',
section= 'StartingResources',
def = 1000,
min = 0,
max = 10000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'StartMetal',
scope = 'team',
name = 'Team Starting metal',
desc = 'Determines amount of metal and metal storage this team will start with',
type = 'number',
section= 'StartingResources',
def = 1000,
min = 0,
max = 10000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'StartEnergy',
name = 'Starting energy',
desc = 'Determines amount of energy and energy storage that each player will start with',
type = 'number',
section= 'StartingResources',
def = 1000,
min = 0,
max = 10000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'StartEnergy',
scope = 'team',
name = 'Team Starting energy',
desc = 'Determines amount of energy and energy storage that this team will start with',
type = 'number',
section= 'StartingResources',
def = 1000,
min = 0,
max = 10000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'MaxUnits',
name = 'Max units',
desc = 'Maximum number of units (including buildings) for each team allowed at the same time',
type = 'number',
def = 500,
min = 1,
max = 10000, --- engine caps at lower limit if more than 3 team are ingame
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'LimitDgun',
name = 'Limit D-Gun range',
desc = "The commander's D-Gun weapon will be usable only close to the player's starting location",
type = 'bool',
def = false,
},
{
key = 'GhostedBuildings',
name = 'Ghosted buildings',
desc = "Once an enemy building will be spotted\na ghost trail will be placed to memorize location even after the loss of the line of sight",
type = 'bool',
def = true,
},
{
key = 'DiminishingMMs',
name = 'Diminishing metal makers efficiency',
desc = "Everytime a new metal maker will be built, the energy/metal efficiency ratio will decrease",
type = 'bool',
def = false,
},
{
key = 'FixedAllies',
name = 'Fixed ingame alliances',
desc = 'Disables the possibility of players to dynamically change alliances ingame',
type = 'bool',
def = false,
},
{
key = 'LimitSpeed',
name = 'Speed Restriction',
desc = 'Limits maximum and minimum speed that the players will be allowed to change to',
type = 'section',
},
{
key = 'MaxSpeed',
name = 'Maximum game speed',
desc = 'Sets the maximum speed that the players will be allowed to change to',
type = 'number',
section= 'LimitSpeed',
def = 3,
min = 0.1,
max = 100,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'MinSpeed',
name = 'Minimum game speed',
desc = 'Sets the minimum speed that the players will be allowed to change to',
type = 'number',
section= 'LimitSpeed',
def = 0.3,
min = 0.1,
max = 100,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'DisableMapDamage',
name = 'Undeformable map',
desc = 'Prevents the map shape from being changed by weapons',
type = 'bool',
def = false,
},
--[[
-- the following options can create problems and were never used by interface programs, thus are commented out for the moment
{
key = 'LuaGaia',
name = 'Enables gaia',
desc = 'Enables gaia player',
type = 'bool',
def = true,
},
{
key = 'NoHelperAIs',
name = 'Disable helper AIs',
desc = 'Disables luaui and group ai usage for all players',
type = 'bool',
def = false,
},
{
key = 'LuaRules',
name = 'Enable LuaRules',
desc = 'Enable mod usage of LuaRules',
type = 'bool',
def = true,
},
-- If you add this to your mods EngineOptions.lua then hosts can set the startscript
-- Remove any scripts that don't work with your mod
{
key = 'ScriptName',
name = 'Start Script',
desc = 'Changes game behaviour and/or starting conditions',
type = 'list',
def = 'Commanders',
items = {
{
key = 'Air combat test',
name = 'Air Combat Test',
desc = 'Loads some planes on start.',
},
{
key = 'Commanders',
name = 'Commanders',
desc = 'Each player gets a command unit.',
},
{
key = 'Cmds 1000 res',
name = 'Commanders + 1000 res',
desc = 'Each player gets a commander and 1000 units of metal and energy.',
},
{
key = 'EmptyScript',
name = 'Empty Script',
desc = 'Do nothing special on game start.',
},
{
key = 'Random enemies',
name = 'Random Enemies',
desc = 'Spawns random enemies',
},
{
key = 'Random enemies 2',
name = 'Random Enemies (Autonomous)',
desc = 'Spawns random enemies',
},
},
},
--]]
}
return options
|