Display effects are defined in the [deffs]
section of the machine
configuration file. Both foreground and background deffs are defined here.
Each deff has an implementation function, a priority, and one or more of
the following properties:
Says that if the effect cannot be started now, to queue it and keep retrying. This flag should be set on higher priority messages that really ought to be seen by the player.
Only applies to D_QUEUED deffs. Says that they should timeout eventually if they cannot be started.
Says that pressing both flipper buttons will abort this effect.
Says that while this effect is running, ball kickouts are paused. This flag is typically set on important instructions or on big scoring effects to allow the player to pause and celebrate.
Says that this is a score award effect; the value of the last switch
score is made available to the effect via the score_deff_get()
API.
Says that if the effect is started when it is already running, that it will be restarted (normally, the second call would do nothing). This should generally be set on D_SCORE effects at least.
deff_start
deff_stop
deff_exit
deff_nice
deff_update