Using dynamic runtime values in config files

MPF config files can contain values in the form of links to dynamic placeholders which are evaluated live when MPF is running rather than being hard-coded into a config file.

Dynamic values can come from several sources, including player variables, machine variables, operator settings, properties of devices, etc. (Read on for a full list.)

For example, you might want to have a shot called “jackpot” that scores a multiplier which is the number of shots made times 100k points.

Without dynamic values, your variable_player (scoring) section would be static, like this:

      score: 100000

But let’s say you have a player variable called “troll_hits” which holds the number of trolls hit that you want to multiply by 100,000 when the shot is made. You can use the “current_player” dynamic value in your variable_player config like this:

      score: current_player.troll_hits * 100000

You can access other values dynamically as well, such as a timer ticking away a hurry-up or a counter to track how many times a multiplier switch has been hit

      score: 1000 * device.timers.hurryup_clock.ticks_remaining * device.counters.hurryup_multiplier.value

Another example might be operator settings. Rather than hard coding tilt warnings to 3, you might want to like the operator choose the tilt warnings.

So instead of this:

   warnings_to_tilt: 3

You would have this instead:

   warnings_to_tilt: settings.tilt_warnings

(Note the example above requires that you have a settings: section in your machine config and that you’ve defined a setting called “tilt_warnings”).

You can also use dynamic values in conditional events.

Types of dynamic values

Used to get a player variable from the current player. The format is current_player.variable_name, for example current_player.ball. A list of player variables is here.
Used to access player variables from specific players (by number), regardless of who the current player is. players[0].variable_name
game.tilted game.slam_tilted game.num_players game.balls_in_play





Devices that have been registered with the machine can be found here, like logic blocks. device.counters.superjets_counter.value device.accruals.magic_tokens.enabled device.sequences.world_tour.completed

Using if/else logic with dynamic values

      count_events: count_up
      count_complete_value: 5 if player.wizard_complete else 3