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Contract Type
The CONTRACT_TYPE node is the main node for all Contract Configurator contracts. This node is what defines a contract that will be offered by Contract Configurator.
Also see the detailed pages for the listing of all possible values for DATA, PARAMETER, REQUIREMENT and BEHAVIOUR nodes:
Sample CONTRACT_TYPE (can be downloaded here):
CONTRACT_TYPE
{
// Unique name of the contract type (required)
name = SimpleTestContract
// The title of the contract, which is displayed in Mission Control
// when a player is selecting a mission. Also gets displayed in the
// contract app.
//
// Type: <a href="String-Type">string</a>
// Required: Yes
//
title = Simple Test Contract
// Generic version of the contract title that is displayed in Mission
// Control when no contract is currently generated. This defaults to
// the title, but only if it is deterministic (ie. the value can be
// determined at parse time).
//
// Type: <a href="String-Type">string</a>
// Required: Yes (unless can be defauled from title).
//
genericTitle = Simple Test Contract
// Reference to a CONTRACT_GROUP node which supplies additional rules
// for limiting the number of contracts within a given group.
group = ContractGroup
// Two options for specifying the description:
// 1) Supply the full text here in the description field
//description = A more detailed description of the contract.
// 2) Supply the following fields, which will be fed into the text
// generator. Use of the CoherentContracts mod is highly
// recommended, as it generates far more meaningful text.
topic = Contract Configurator // Topic of the contract. Should be a
// singular noun.
subject = Kerbal // Subject of the contract. See
// CoherentContracts for some possible
// values. Includes stuff like Kerbal,
// Experiment, Parts, Mun, MunSrf, etc.
motivation = test // Motivation for why we are doing the
// contract. See CoherentContracts for
// some possible values. Some values
// used are: flags, test, rescue.
// Generic version of the contract description that is displayed in
// Mission Control when no contract is currently generated. This
// defaults to the description, but only if it is deterministic (ie.
// the value can be determined at parse time).
//
// Type: <a href="String-Type">string</a>
// Required: Yes (unless can be defauled from description).
//
genericDescription = This is the generic description.
// Key to use when sorting contracts within a group in mission control.
// Use this if you want your contracts to appear in a different order,
// such as the order they need to be completed in. Because this
// defaults to the genericTitle, the default sort is alphabetical by
// title.
//
// Type: <a href="String-Type">string</a>
// Required: No (defaults to the genericTitle)
//
sortKey = A string to give an alternate sort order
// Contract notes are displayed in mission control. Use it to give
// any special instructions.
//
// Optional
notes = These are the contract level notes.
// The contract synopsis appears in bold. Give a quick summary of the
// contract objective.
synopsis = We want you to do a thing.
// The completedMessage is the message that is displayed when the
// contract completes.
completedMessage = You have done the thing.
// Agent (agency). If not populated, the agent from the contract group
// will be used. If there is no group or no agent on the group, a
// random agent will be selected.
agent = Integrated Integrals
// Contract min/max expiry in days. If both are set to 0.0, it will
// result in a contract that never expires.
// Default = 5.0 and 100.0 days, respectively
minExpiry = 500.0
maxExpiry = 1000.0
// Contract deadline in days. Default is no deadline.
deadline = 500
// Controls for whether a contract can be declined or cancelled, default
// is true for both
cancellable = true
declinable = true
// When set to true, this contract is automatically accepted when
// offered. Use it to make a contract like the stock World-Firsts
// Record contracts.
// Default = false
autoAccept = false
// Prestige. If not specified, this contract type will be available at
// any prestige level. Otherwise, locked to the level specified. Can
// be specified multiple times.
// Values from Contract.ContractPrestige:
// Trivial
// Significant
// Exceptional
prestige = Significant
// Target Celestial body - controls where the contract must be
// completed, has some automated effects on numeric values (increasing
// science, etc.). Also gets used in some of the parameter classes.
//
// Default = null (no celestial body)
targetBody = Kerbin
// The maximum number of times this contract type can be completed (0
// being unlimited).
// Default = 0
maxCompletions = 3
// The maximum instances of this contract that can be active at one
// time.
// Default = 4 (unless maxCompletions is set).
maxSimultaneous = 1
// Contract rewards. Note that advanceFunds are automatically added to the
// failureFunds.
rewardScience = 100.0
rewardReputation = 20.0
rewardFunds = 100000.0
failureReputation = 10.0
failureFunds = 10000.0
advanceFunds = 10000.0
// The weight is used in the contract generation process. Each contract
// type that is available to be offered is added to a weighted list.
// Contract types with a higher value are more likely to be chosen.
// Note that the weight is applied per contract group.
//
// Default = 1.0
weight = 10.0
// The DATA node is a special node that is not used by contracts
// or parameters directly, but provide storage for generic values
// that can be used as part of expressions.
DATA
{
type = Vessel
targetVessel = AllVessels().Where(v => v.isOrbiting()).First()
}
// The PARAMETER node defines a contract parameter. The following
// shows an example parameter. See the Parameters page for examples of
// all supported parameters.
PARAMETER
{
name = ReachState1
// The type defines the type of Parameter. See the Parameters page
// for a list of all supported Contract Configurator parameters.
type = ReachState
// This is a parameter specific to the ReachState parameter type.
// Each parameter type can have include its own custom fields.
minAltitude = 45000
}
// The REQUIREMENT node defines a contract requirement - a prerequisite
// that needs to be met before the contract can be offered. The
// following shows an example requirement. See the Requirements page
// for examples of all supported requirements.
REQUIREMENT
{
name = ReachSpace1
// The type defines the type of Requirement. See the Requirements
// page for all supported Contract Configurator requirements.
type = ReachSpace
}
// The BEHAVIOUR node adds additional special contract level behaviour.
// See the Behaviours page for examples of all supported behaviours.
BEHAVIOUR
{
name = Behaviour1
// The type defines the type of Behaviour. See the Behaviours page
// for all supported Contract Configurator behaviours.
type = Behaviour
}
}
[ Top ] [ The CONTRACT_TYPE node ]
Thanks to DMagic - these values are pulled from [this forum post] (http://forum.kerbalspaceprogram.com/showthread.php?p=1315411#post1315411).
Contract rewards, advances, and penalties are all affected by a multiplier which is dependent on both the contract prestige and the celestial body. The multipliers are
Body | Multiplier |
---|---|
Sun | 4.0 |
Moho | 7.0 |
Eve | 5.0 |
Gilly | 6.0 |
Kerbin | 1.0 |
Mun | 2.0 |
Minmus | 2.0 |
Duna | 5.0 |
Ike | 5.0 |
Jool | 6.0 |
Laythe | 8.0 |
Vall | 8.0 |
Bop | 8.0 |
Tylo | 8.0 |
Pol | 8.0 |
Dres | 6.0 |
Eeloo | 10.0 |
Prestige | Multiplier |
---|---|
Trivial | 1.00 |
Significant | 1.25 |
Exceptional | 1.50 |
[ Top ] [ Contract Reward Modifiers ]
Contract Configurator
Configuration File Syntax
Extending Contract Configurator