> For the complete documentation index, see [llms.txt](https://organized-chaos.gitbook.io/organized-chaos-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://organized-chaos.gitbook.io/organized-chaos-docs/the-lost-treasure/interface.md).

# Interface

Currency format, autoplay, sound and the effects on the game screen.

`Config.UI` is in `config/server/interface.lua`.

```lua
Config.UI = {
    Currency = { Symbol = '', Position = 'before', Decimals = 2, Locale = false },
    AutoPlayCounts = { 10, 25, 50, 100, 0 },   -- 0 is the unlimited option
    AutoPlay = true,
    Turbo    = true,
    Sound    = { Effects = 0.8, Music = 0.4, EffectsOn = true, MusicOn = true },
    ShowHistory  = true,
    ShowPaytable = true,
    WinEffect          = 'burst',
    WinEffectPerSymbol = {},
    WinEffectRandom    = {},
    GroundEffect       = { Style = 'crumble', Dust = true, Debris = true },
    EffectsQuality     = 'high',
    ScreenShake        = true,
    ScreenFlash        = true,
}
```

## Currency, autoplay and sound

| Setting                       | Effect                                                                                                                                                          |
| ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Currency.Symbol`, `Position` | Your currency sign, and whether it stands `'before'` or `'after'` the amount                                                                                    |
| `Currency.Locale`             | `false` follows each player's own computer, so a German player sees `1.234,50`. Set a locale name such as `'en-US'` or `'de-DE'` to fix the format for everyone |
| `AutoPlayCounts`              | The autoplay lengths on offer. Remove `0` on a server that must not offer open-ended autoplay                                                                   |
| `AutoPlay`, `Turbo`           | Offer autoplay and turbo at all                                                                                                                                 |
| `Sound`                       | The starting levels for a player who has never opened the settings panel. Each player's own choice wins from then on                                            |
| `ShowHistory`, `ShowPaytable` | Offer the round history and the paytable                                                                                                                        |

## Win effect

`WinEffect` sets how winning symbols go when their win is paid:

| Name       | What the player sees                                                             |
| ---------- | -------------------------------------------------------------------------------- |
| `burst`    | White swoosh, gold flare, burst of sparks (default)                              |
| `shatter`  | Cracks run over the symbol, it trembles and breaks into shards of its own colour |
| `dissolve` | It drifts up and crumbles into glittering gold dust                              |
| `vortex`   | It winds back, spins into a point and throws out a shockwave                     |
| `coins`    | It swells gold and pops into a spray of coins                                    |
| `beam`     | A column of light shoots up through it and carries it away                       |
| `pop`      | A plain pop and fade with no particles, the lightest option                      |
| `random`   | A different effect each win, drawn from `WinEffectRandom`                        |

`WinEffectPerSymbol` overrides it for single symbols, by their id from `config/server/symbols.lua`:

```lua
WinEffect = 'coins',
WinEffectPerSymbol = {
    gem_blue = 'shatter', gem_green = 'shatter',
    gem_red  = 'shatter', gem_purple = 'shatter',
    character = 'beam',
},
```

`WinEffectRandom` limits what `random` draws from, for example `{ 'burst', 'shatter', 'coins' }`. Leave it empty to draw from every effect.

An unknown name falls back to `burst`.

## Ground effect

`GroundEffect.Style` sets how a dug-out block goes:

| Style     | What the player sees                                                  |
| --------- | --------------------------------------------------------------------- |
| `crumble` | It cracks into pieces that sink into the dark chamber below (default) |
| `burst`   | It bursts into pieces that fly apart across the board                 |
| `fade`    | It drops and fades out in one piece                                   |
| `none`    | It is simply gone, the lightest option                                |

`Dust = false` switches off the dust cloud over the hole. `Debris = false` switches off the stone chips. Both work with every style.

## Effects quality, shake and flash

```lua
EffectsQuality = 'high',   -- 'high' | 'medium' | 'low'
ScreenShake    = true,     -- true | 'soft' | false
ScreenFlash    = true,
```

| Setting          | Effect                                                                                                           |
| ---------------- | ---------------------------------------------------------------------------------------------------------------- |
| `EffectsQuality` | How many particles every effect throws. `'medium'` is about 60% and `'low'` about 30%                            |
| `ScreenShake`    | The cabinet shaking on big clusters and bombs. `'soft'` makes every shake the light one, `false` switches it off |
| `ScreenFlash`    | `false` switches off the white flash                                                                             |

{% hint style="info" %}
For a server whose players run weaker computers, use `WinEffect = 'pop'`, `GroundEffect.Style = 'none'` and `EffectsQuality = 'low'`.
{% endhint %}
