I've been thinking about this one for a while now. It sounds like to me that you just need a way to override what is displayed for the amount. Instead of a workaround of setting a prize to non-monetary and adjusting the prize amount, you would want to keep the prize's amount (because you want that amount removed from the pot), but don't show the prize amount itself, instead show some other text.
So, this:
<prizeLevel minPlayers="31" maxPlayers="34">
<prize rank="1" name="{1} Place" nonmonetary="Seat" adjustby="-550"/>
<prize rank="2" name="{1} Place" percent="100" />
</prizeLevel
Would become this instead:
<prizeLevel minPlayers="31" maxPlayers="34">
<prize rank="1" name="{1} Place" fixed="550" amounttext="Seat" />
<prize rank="2" name="{1} Place" percent="100" />
</prizeLevel
Prizes commonly display like this:
1st Place: $550.00 2nd Place: $300
(by using <prizes orient="horizontal">)
This would change it to:
1st Place: Seat 2nd Place: $300
While not really changing the underlying value of 1st place ($550).
That would be awesome !!!
Also, I would like a way to display consecutive prizes more user friendly like:
1st - 6th Place: Seat, 7th Place: $220.00
instead of
1st Place: Seat, 2nd Place: Seat, 3rd Place: Seat, 4th Place: Seat, 5th Place: Seat, 6th Place: Seat, 7th Place: $220.00
This might take some work, but I'll look into it.
Lastly, I would like for TD to skip 0 prizes. At this time, I have to add additional level to circumvent that:
Code:
<prizeLevel minPlayers="35" maxPlayers="35">
<prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
</prizeLevel>
<prizeLevel minPlayers="36" maxPlayers="39">
<prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
<prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
</prizeLevel>
A simpler way would be:
Code:
<prizeLevel minPlayers="35" maxPlayers="39">
<prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
<prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
</prizeLevel>
but this last option produces a 6th prize with a zero amount.
If I'm understanding you, and I'm not sure I am, then you might want to use different criteria to specify your prize levels. Like the pot amount. For example:
<prizeConfig>
<prizeLevels>
<prizeLevel minPlayers="1" maxPlayers="549">
<prize rank="1" name="1st Place" percent="100" />
</prizeLevel>
<prizeLevel minPlayers="550" maxPlayers="1099">
<prize rank="1" name="{1} Place" fixed="550" />
<prize rank="2" name="{1} Place" percent="100" />
</prizeLevel>
<prizeLevel minPlayers="1100" maxPlayers="1649">
<prize rank="1-2" name="{1} Place" fixed="550" />
<prize rank="3" name="{1} Place" percent="100" />
</prizeLevel>
<prizeLevel minPlayers="1650" maxPlayers="2199">
<prize rank="1-3" name="{1} Place" fixed="550" />
<prize rank="4" name="{1} Place" percent="100" />
</prizeLevel>
<prizeLevel minPlayers="2200" maxPlayers="2749">
<prize rank="1-4" name="{1} Place" fixed="550" />
<prize rank="5" name="{1} Place" percent="100" />
</prizeLevel>
</prizeLevels>
<levelSelection method="formula">
<predefined countBuyins="true" countRebuys="false" countAddOns="false" />
<formula text="pot" />
</levelSelection>
</prizeConfig>
Edit: Sorry, I should have explained this one a bit. The <levelSelection> element changes how the automatic prizes determines the prize level. By specifying "formula" and providing a formula that is simply "pot", it changes from using "number of players" to "pot" as the selection criteria. The <prizeLevel> elements still say "minPlayers" and "maxPlayers" because this feature was originally designed to only use "number of players" as the criteria, so when it was extended to use a formula (or the predefined other criteria), it remained "minPlayers" and "maxPlayers" in order to prevent existing automatic prizes configuration files from breaking. So, when the pot is < $550, the first level, with no "Seat" prize, is selected. If the pot is at least $550 but less than $1100, the 2nd level is selected, with 1st place receiving a seat (value of $550) and 2nd place receiving whatever is left over. Etc for the other levels. Combined with the "amounttext" attribute I proposed, would this work?
Yes I believe you got me (to a point). First, I just wanted to point out that, as it stands right now, using:
<prizeLevel minPlayers="35" maxPlayers="39">
<prize rank="1-5" name="{1} Place" nonmonetary="Seat" />
<prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
</prizeLevel>
can produce a 0$ prize and that it should be handled better by TD by simply "silencing" 0$ prizes (not showing them on the board)
That said, having "another way" of selecting prize levels would be fantastic in my scenario. The only thing that is unclear from your example is: How does TD know that each "level" is worth 550$? I do not see anything in the "<levelSelection method="formula">" section that states that the POT should be divided by 550 (+1) to get to the proper level...
Other than that, you are on the right track
TIA
Michel