Custom Missions: Difference between revisions

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| CPU || CPU difficulty.
| CPU || CPU difficulty.
|-
|-
| Mission Type and Subtype || Base mission rules, more information below.
| [[#Mission_Types|Mission Type and Subtype]] || Base mission rules, more information below.
|-
|-
| Calculation || What to use to calculate the player grade.
| Calculation || What to use to calculate the player grade.
|-
|-
| Conditions || Special conditions to succeed the mission, more information below.
| [[#Mission_Complete_Conditions|Conditions]] || Special conditions to succeed the mission, more information below.
|-
|-
! colspan="2" style="text-align:center;" | Timer Configuration
! colspan="2" style="text-align:center;" | Timer Configuration
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| Boost || A point is given every time the player obtains a boost from the action determined by the subtype field.
| Boost || A point is given every time the player obtains a boost from the action determined by the subtype field.
|}
|}
==== Mission Complete Conditions ====
If mission complete conditions are set, all of them will need to be met in order to succeed the mission.
{| class="wikitable"
|-
! Condition !! Description
|-
| Yellow score reached || Can only be used if the score configuration is enabled. The yellow score needs to be reached.
|-
| Yellow score not reached || Can only be used if the score configuration is enabled. The yellow score must not be reached. The race will end as soon as this condition can no longer be satisfied.
|-
| Player finishes 1st || The player needs to finish the race in 1st position. The race will end as soon as this condition can no longer be satisfied.
|-
| CPU 1 finishes 1st || The first CPU racer needs to finish the race in 1st position. The race will end as soon as this condition can no longer be satisfied.
|}
=== Drivers ===
=== Drivers ===
This section determines the drivers that will appear in the race.
This section determines the drivers that will appear in the race.
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=== Items ===
=== Items ===
This section determines how items will act in the race.
You can use any of the preset item modes of the game, or set a custom item mode. Furthermore, you can configure the amount of time item boxes take to respawn (2 seconds by default).
If the item mode is set to custom, the following options can be configured.


{| class="wikitable"
|-
! Field !! Description
|-
! colspan="2" style="text-align:center;" | General
|-
| Spawn Item Boxes || Determines if item boxes spawn in the race.
|-
! colspan="2" style="text-align:center;" | Player/CPU Specific
|-
| [[#Probability Row Mode|Mode]] || The mode to calculate which row from the probability table to use. More information below.
|-
| Give Items || Gives an item automatically as if the driver obtained an item box. The interval of time between giving items and the initial time to wait can be configured.
|-
| Disable Cooldown || Disables the cooldown some items have, such as lightnings or blue shells, and allows getting items of a type which their limits have already been reached (previous items of the same type will vanish if the limit has been reached reached and a new one is spawned).
|-
| Roulette Speed || Changes the amount of time the item roulette will spin before deciding the item (3 seconds by default).
|-
| Probability Table || This table determines the chances for getting a specific item. The row is determined by the <code>Mode</code> field. Once the row is decided, the final item to be given is determined by the probability values from that row. The probability algorithm used is weighted probability (for example: a single column with value 100 means that item has a 100% of appearing and two columns with value 100 means each item has a 50% chance of appearing).
|}
==== Probability Row Mode ====
The row used to calculate the item probabilities is determined by the <code>Mode</code> field, which can take the following values.
{| class="wikitable"
|-
! Mode!! Description
|-
| Box ID || The row is determined by the item box ID (settings5 in the KMP object entry). If this mode is used and the item box ID is set to 0, undefined behavior will happen.
|-
| Rank || The row is determined by the driver position. If the driver amount is less than 8, the row is calculated proportionally to the player amount (for example: in a 2 driver race, getting an item in 2nd place may give you items from the rows 4 to 8).
|-
| True Rank || The row is determined by the driver position. Unlike <code>Rank</code> mode, the driver amount has no effect on which row is selected.
|-
| Driver ID || The row is determined by the driver ID.
|}


'''WIP'''
'''WIP'''

Revision as of 14:49, 22 September 2021

Custom Missions is a feature available in the CTGP-7 modpack that allows loading extra missions for the Mission Mode via the MyStuff folder.

Custom missions are loaded by placing them in the MyStuff/Missions folder. Each mission should be placed in a subfolder with the name cup-level where cup is the cup number and level is the course number inside the cup. Inside the subfolder, the files listed below can be placed.

settings.cmsn

This file contains all the configuration for the mission, and can be generated using the CTGP-7 EveryFileExplorer plugin. After installing the plugin, new files can be created through File -> New -> CTGP-7 Plugin -> Custom Mission, or existing files can be opened through File -> Open....

The configuration file is divided in the following sections.

Settings

This section holds general settings for the mission.

Field Description
General
Course Course for the mission.
Class CC for the mission.
Laps Amount of laps for the mission.
CPU CPU difficulty.
Mission Type and Subtype Base mission rules, more information below.
Calculation What to use to calculate the player grade.
Conditions Special conditions to succeed the mission, more information below.
Timer Configuration
Timer Initial Value The initial value of the timer when the race starts.
Timer Direction Whether the timer counts up or down.
Timer Finish Race Automatically finish the race when the timer reaches the value.
Timer Min Grade
Timer Max Grade
Determines the player grade based on the timer value when finishing the race.
Score Configuration
Timer Score Value The initial value of the score counter when the race starts.
Yellow Score The score counter will turn yellow once this value is reached.
Score Direction Whether the score counts up or down.
Score Finish Race Automatically finish the race when the score reaches the value.
Score Min Grade
Score Max Grade
Determines the player grade based on the score value when finishing the race.
Flags
Rank Visible Enabled the position indicator in the top screen.
Lakitu Visible Enables Lakitu showing up when going on reverse or crossing the finish line.
Play Course Intro Enables playing the course intro cameras.
Hide Score Hides the score counter on the top screen.
Score Is Bad Determines if getting a point is a good or bad thing, changing the ingame sound for when that happens.
Force Backwards Forces the user to drive backwards by activating the backwards camera and disabling the A and Y buttons.
Finish Race Section 2 If the lap amount is 1, makes the game finish the race once the section 2 checkpoint is reached.
Coin Respawn Time Changes the amount of time coins take to respawn. By default, they respawn every 5 seconds.

Mission Types

Depending on the mission type, the behavior of the race will be different. The following mission types are available.

Type Description
Timer No special behavior or rules.
Gates A point is given when the player goes through a gate. The subtype value Order only gives a point when going through the gates in order, while the subtype value All always gives a point.
Object A point is given every time an object determined by the subtype field is "destroyed" or "obtained".
Boost A point is given every time the player obtains a boost from the action determined by the subtype field.

Mission Complete Conditions

If mission complete conditions are set, all of them will need to be met in order to succeed the mission.

Condition Description
Yellow score reached Can only be used if the score configuration is enabled. The yellow score needs to be reached.
Yellow score not reached Can only be used if the score configuration is enabled. The yellow score must not be reached. The race will end as soon as this condition can no longer be satisfied.
Player finishes 1st The player needs to finish the race in 1st position. The race will end as soon as this condition can no longer be satisfied.
CPU 1 finishes 1st The first CPU racer needs to finish the race in 1st position. The race will end as soon as this condition can no longer be satisfied.

Drivers

This section determines the drivers that will appear in the race.

You can choose the amount of drivers as well as their kart combinations. If driver is set to recommended, the game will decide automatically (based on some internal rival tables).

Items

This section determines how items will act in the race.

You can use any of the preset item modes of the game, or set a custom item mode. Furthermore, you can configure the amount of time item boxes take to respawn (2 seconds by default).

If the item mode is set to custom, the following options can be configured.

Field Description
General
Spawn Item Boxes Determines if item boxes spawn in the race.
Player/CPU Specific
Mode The mode to calculate which row from the probability table to use. More information below.
Give Items Gives an item automatically as if the driver obtained an item box. The interval of time between giving items and the initial time to wait can be configured.
Disable Cooldown Disables the cooldown some items have, such as lightnings or blue shells, and allows getting items of a type which their limits have already been reached (previous items of the same type will vanish if the limit has been reached reached and a new one is spawned).
Roulette Speed Changes the amount of time the item roulette will spin before deciding the item (3 seconds by default).
Probability Table This table determines the chances for getting a specific item. The row is determined by the Mode field. Once the row is decided, the final item to be given is determined by the probability values from that row. The probability algorithm used is weighted probability (for example: a single column with value 100 means that item has a 100% of appearing and two columns with value 100 means each item has a 50% chance of appearing).

Probability Row Mode

The row used to calculate the item probabilities is determined by the Mode field, which can take the following values.

Mode Description
Box ID The row is determined by the item box ID (settings5 in the KMP object entry). If this mode is used and the item box ID is set to 0, undefined behavior will happen.
Rank The row is determined by the driver position. If the driver amount is less than 8, the row is calculated proportionally to the player amount (for example: in a 2 driver race, getting an item in 2nd place may give you items from the rows 4 to 8).
True Rank The row is determined by the driver position. Unlike Rank mode, the driver amount has no effect on which row is selected.
Driver ID The row is determined by the driver ID.

WIP