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 scoring section would be static, like this:

scoring:
   shot_jackpot_hit:
      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 scoring config like this:

scoring:
   shot_jackpot_hit:
      score: current_player.troll_hits * 100000

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:

tilt:
   warnings_to_tilt: 3

You would have this instead:

tilt:
   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

current_player
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.
players
players[0].variable_name
game
game.tilted game.slam_tilted game.num_players game.balls_in_play

machine

machine.game

settings

todo

device

todo

Using if/else logic with dynamic values

logic_blocks:
   counters:
      my_counter:
         count_complete_value: 5 if player.wizard_complete else 3

Full Python code

TODO (The format below probably doesn’t work and needs to be tested)

logic_blocks:
counters:
my_counter:
count_complete_value: |
if self.machine.game.player:
return 1
else:
return 5