// ContractConfiguration sample file // Each CONTRACT_TYPE node represents a type of contract that can be offered CONTRACT_TYPE { // Unique name of the contract type (required) name = SampleContract // Contract text details title = Simple Test Contract description = A more detailed description of the contract. synopsis = We want you to do a thing. completedMessage = You have done the thing. // Agent (agency). If not populated, a random agent will be selected. agent = Integrated Integrals // Contract min/max expiry in days. Default is a contract that does not // expire. 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 // Prestige. If not specified, this contract type will be available at any // prestige level. Otherwise, locked to the level specified. 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 (0 // being unlimited). // Default = 0 maxSimultaneous = 1 // Contract rewards rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 failureReputation = 10.0 failureFunds = 10000.0 advanceFunds = 10000.0 // The PARAMETER node defines a contract parameter. The following parameter // displays all the fields that are supported for a parameter across all // types. See the Parameters page for examples of all supported parameters. PARAMETER { // The parameter name is not used, but should be provided to allow for // the possibility of other mods modifying contracts via ModuleManager. name = Param1 // The type defines the type of Parameter. See below for all supported // ContractConfigurator 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 // Target celestial body. Defaults to the targetBody of the // contract. // For most parameters this only has an impact on the reward/ // failure amounts. targetBody = Kerbin // Parameter rewards rewardScience = 100.0 rewardReputation = 20.0 rewardFunds = 100000.0 failureReputation = 10.0 failureFunds = 10000.0 // When the parameter's state changes to completed or failed, disable // the parameter. Use a value of false if you are trying to make // something behave like the Squad part test contract. Example, if the // parameter says you need to be between 1000 and 2000 meters altitude // then setting this to false will make the parameter go back to // incomplete if you enter and leave the altitude window. // // Default = true disableOnStateChange = true // Optional parameters do not need to be completed (mainly for use with // composite parameters) optional = true } REQUIREMENT { // The requirement name is not used, but should be provided to allow // for the possibility of other mods modifying contracts via // ModuleManager. name = Requirement1 // The type defines the type of Requirement. See the Requirements page // for all supported ContractConfigurator requirements. type = ReachSpace // The invertRequirement is a logical NOT. In this example, the // requirement becomes that the player must not yet have reached space. // // Default = false invertRequirement = true } }