scoring:

Config file section

Valid in machine config files NO
Valid in mode config files YES

Changed in version 0.31: (Now valid only in mode configs, not machine configs)

The scoring: section of your mode config lets you add, subtract, or replace player variables based on events that are posted.

At the most basic level, you can use this to add to a player’s score (which is technically adding value to the player variable called score), but in reality you can affect any player variable.

Here’s an example:

scoring:
   target_1_hit:
      score: 1000   # adds 1000 to the player's "score" variable
   ramp_1_hit:
      score: 10000  # adds 10,000 to the player's "score" variable
      ramps: 1      # adds 1 to the player's "ramps" variable
   ramp_1_timeout:
      ramps:
        score: 0      # sets the player's "ramps" variable to 0.
        action: set   # means that this event will "set" (or reset) the variable to the value, rather than add to it
   ramp_2_hit:
      score:
         score: 25000 * current_player.ramps  # multiplies the value of the current player's "ramps" variable by 25,000 and adds the result to the player's "score" variable
         block: true   # "blocks" this scoring event from being passed to scoring sections from lower-priority modes
   counter_treasure_value_complete:
      treasure_name:
         string: RUBY  # Sets the player's "treasure_name" variable to a string called "RUBY"

Settings

Like many sections of MPF configs, the scoring: section format is generically setup like this:

scoring:
   some_event:
      <settings>
   some_other_event:
      <settings>
   another_event:
      <settings>

The following settings can be used with each event section listed in your scoring section:

<any_player_variable>:

You can include any player variable under an event to add numeric value to that variable. (If the variable doesn’t exist, it will set the player variable to that.) For example:

scoring:
   some_event:
      score: 1000
      aliens: 1
      bonus: 10

The above config will add 1000 to the “score” player variable, 1 to the “aliens” player variable, and 20 to the “bonus” player variable when the event called some_event is posted. Note that you don’t even need to include a “score” if you just want to add to other player vars.

Note that you can use a dynamic value for this setting too, which means you can pull in values from other player variables, device states, etc. and do math on them.

action:

One of the following settings: add, set, add_machine, set_machine. Default is add.

New in version 0.32.

Changed in version 0.33.

By default, the scoring entries will be added to the existing value of a player variable. If you want to replace or reset the value of the player var, you can add action: set to the entry. However to do this, you have to indent that setting under the player var name, and then specify the value in the “score:” section. For example, if you want the example from the above section to reset the aliens player variable to 1 instead of adding 1 to the current value, it would look like this:

scoring:
   some_event:
      score: 1000
      aliens:         # the player var you want to reset
         score: 1     # the value you're resetting this player var to
         action: set  # means you're resetting it, rather than adding to it
      bonus: 10

Note

Resetting a player variable is confusing, because you need to include a score: entry to specify the value of the player variable you’re resetting, and you do that via the score: section even though the player variable might be something other than “score”. We’ll change this in a future version of MPF.

Starting in MPF 0.33, you can also add and set machine variables, by specifying action: add_machine or action: set_machine. In these cases the machine variable is specified just like the player variable in the “set” example above.

block:

New in version 0.32.

Adding block: True to a scoring entry means that MPF will “block” this scoring entry from being sent down to scoring entries in lower priority modes.

This is useful if you have a shot in a base mode that scores 500 points, but then in some timed mode you want that shot to be 5,000 points but you don’t also want the base mode to score the 500 points on top of the 5,000 from the higher mode.

Note that when you use block, you also have to include the score: setting indented, and that setting is called “score” even if you’re adding to a different player variable. For example:

scoring:
  ramp_1_hit:
    score:
      score: 5000
      block: true

There is also a shorthand way:

scoring:
  ramp_1_hit:
    score: 5000|block

string:

New in version 0.33.

Lets you set a player variable to a string value (text characters) rather than adding numeric value. This is useful for when you want to make slides that show some value and you need to “translate” some numeric value to words.

Here’s an example from Brooks ‘n Dunn where there is a player variable (set via a counter) which tracks the player’s current album value. We ue the scoring section tied to the events posted when the player variable changes and conditional events to set the current name of the album value, like this:

scoring:
   player_album_value{value==1}:
      album_name:
        string: SILVER
   player_album_value{value==2}:
      album_name:
        string: GOLD
   player_album_value{value==3}:
      album_name:
        string: PLATINUM
   player_album_value{value==4}:
      album_name:
        string: DOUBLE PLATINUM
   player_album_value{value==5}:
      album_name:
        string: QUINTUPLE PLATINUM
   player_album_value{value>5}:
      album_name:
        string: OFF THE CHARTS!

The above config lets us always have a player var called “album_name” we can use in slides and widgets which matches the value of the album, and it’s automatically updated whenever the player var “album_value” changes.

player:

New in version 0.33.

Lets you specify which player (by number) this scoring entry will affect. (Player 1 is would be player: 1 etc. This lets you effect the score or other player variables of players other than the current player.

If the player: setting is not used, then this scoring entry will default to the current player.

score:

todo

float:

todo