ball_devices:
bd_scoop_reactor_entrance:
ball_switches: s_scoop_reactor
eject_coil: c_scoop_reactor
eject_targets: playfield_lower # <-- Automatic transfer to the basement!
captures_from: playfield
target_on_unexpected_ball: playfield
tags: lock
bd_scoop_lower_playfield:
ball_switches: s_scoop_lower # Holds the lower ball at rest
eject_coil: c_scoop_lower
eject_targets: playfield_lower
target_on_unexpected_ball: playfield_lower
tags: home
mode:
start_events:
- start_mode_lower_playfield # <-- Event that turns the flippers ON
- playfield_lower_start
stop_events:
- stop_mode_lower_playfield # <-- Event that turns the flippers OFF
- playfield_lower_stop
priority: 2000 # High priority to override default controls
shots:
shot_lower_test:
switch: s_lower_deck_test
playfield: playfield_lower
variable_player: #as its something a player would do to cause it
shot_lower_test_hit: #bumpers as refer to the group and all in it, otherwise can also specify a specific shot_groups
score: 10_000 #use underscores to make easier to read instead of commas
# The native ball hold system safely locks the upstairs ball while you play down below
multiball_locks:
reactor_portal_lock:
lock_devices: bd_scoop_reactor_entrance # <-- Valid configuration parameter name
balls_to_lock: 1
enable_events: mode_lower_playfield_started
event_player:
# The instant this mode boots up, kick the captive ball out of the basement scoop
mode_lower_playfield_started:
- bd_scoop_lower_playfield_eject_one_ball
# When the lower ball drains back home, stop the mode and trigger the main release sequence
balldevice_bd_scoop_lower_playfield_ball_enter:
- stop_mode_lower_playfield
- fire_reactor_release_coil
# Spits the original playfield ball back out onto the main deck to resume normal play
fire_reactor_release_coil: c_scoop_reactor_pulse