Modes and Targets¶
Game modes and targets help track the game state, from simple switch closures to complex wizard modes. The SDK provides a flexible system for managing these states.
Starting a Mode¶
Ending a Mode¶
Mode Naming¶
Modes follow a specific format: <CA><n>{<color>}:<Display text>
Categories¶
| Prefix | Description | Default Color | Example |
|---|---|---|---|
MB: |
Multiball | green | MB:Multiball |
BL<n>: |
Ball Locked | green | BL2:Ball 2 Locked |
WM: |
Wizard Mode | orange | WM:Grand Illusion |
EB<n>: |
Extra Ball | red | EB1:Extra Ball |
BX<n>: |
Bonus Multiplier | blue | BX2:Bonus 2X |
NA: |
Not Applicable - Used for either targets or modes that aren't easily categorized. This is the most common mode. | yellow | NA:King Tut x2 bonus |
CP: |
Completed - Tracks achievements or completed objectives throughout the game. Used for tracking wizard mode requirements or long-term progress. These states persist in session data but don't display on the scoreboard. | green | CP:Spirit Cards |
XX: |
Hide From Session Log - Shows on live displays but won't be recorded in CSV session logs. Useful for temporary or rapidly changing states that would clutter the session history. | - | XX:Spin# |
ZZ: |
Hide From Clients - Records in CSV session logs but won't display on scoreboards or client apps. Useful for tracking behind-the-scenes achievements or debug states. | - | ZZ:Special Achievement |
XY: |
Game Status Override - Replaces the default "Game On" message when no other modes are active. Useful for indicating special game states like simulations or diagnostic modes. | - | XY:Simulation Active |
Available Colors¶
| Color | Usage Example | Common Use Case |
|---|---|---|
| red | MB{red}:Danger Multiball |
Urgent or dangerous modes |
| orange | MB{orange}:Dinosaur Multiball |
High-energy or exciting modes |
| yellow | WM{yellow}:Light Show |
Warning or special attention modes |
| green | CP{green}:Mission Complete |
Success or completion states |
| blue | MB{blue}:Ocean Multiball |
Cool or calm modes |
| purple | WM{purple}:Mystery Mode |
Special or rare modes |
| pink | EB{pink}:Extra Ball |
Bonus or reward modes |
Display Text¶
Keep text concise as multiple modes may display simultaneously.
Targets¶
Targets are momentary states sent in a single update:
Completion Tracking¶
Use the CP: prefix to track completed objectives:
Modes, Completions and Events for Achievements¶
Achievements are matched against the exact mode names your game reports. Keep names stable where you can: a renamed mode stops matching every published achievement that refers to the old name. Two further calls exist mainly for achievements:
set_mode_completedreports that the player beat a mode, as opposed to merely being in it.add_eventadds to a named counter, such as spinner spins or ramp shots.
See Feeding Achievements for how to report modes, completions and events so that achievements can use them.
Mode Duration
Modes that persist across multiple updates are considered active modes. Single-update modes are treated as targets.
Mode Names
Always use the correct category prefix for proper tracking and visualization.
Mode Stacking
Multiple modes can be active simultaneously. They will be displayed in the order they were activated.