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Chapter 13

Script extensions

The values a profile can give a mod's unit scripts, such as a unit's kill count or its owner's alliances, with how a COB script reads each.

The 8 values a profile can give a mod's unit scripts. A mod mounts an extension in its profile; a COB script then reads it like any other value. Each title opens the extension's page, which shows how a script reads it.

Every extension

Allied With a Unit's Ownerunit.allied-withAlliance here is one-way, as each player sets it in the game's alliance menu: the answer is 1 as soon as the calling unit's player has allied the other player, whether or not the other player has allied back.
Build Percent Left of a Unitunit.build-percent-left-ofIn 3.1c, get 73 reads 0, as get does at every index outside 1 to 20. Without a profile that mounts the extension at the index, this engine reads 0 there too.
Unit Played on This Machineunit.is-localThe answer differs from machine to machine on purpose. In a multiplayer game each machine answers 1 only for its own players. In a game against computer players on one machine, every player is played on this machine, so every unit answers 1.
Kill Count Times 100unit.kills-x100The value is a count, not a veterancy level: a unit with 3 kills reads 300, whatever level those kills give under veterancy.model.
Highest Unit Idunit.max-idThe unit table holds ten ranges of ids after id 0, one for each of the ten player places, whether or not ten players are playing: with a unit limit of L units per player, each range holds L ids and the last ends at 10L. unit.min-id says which range is whose. In a skirmish or a multiplayer game, the limit the game records is the one it plays at (in a multiplayer game, the one the host chose), so the value is 10L, the last id of the table, and every machine reads the same.
Lowest Unit Idunit.min-idA unit id names a place in the game's unit table. With a unit limit of L units per player, the table holds ten ranges of L ids after id 0, one for each of the ten player places, and each player's units take their ids from its own range. Which range is whose depends on the kind of game:
Own Unit Idunit.my-idA script needs its own id to ask the extensions that read a unit by id about itself, such as unit.owner-of for its own player or unit.is-local for whether this machine plays it, and to leave itself out of a walk over every unit id.
Owner of a Unitunit.owner-ofEach player's units take their ids from a range of their own (see unit.min-id for which range is whose), so the answer for an id is the player whose range holds it. Under the default exact fidelity that is also the answer for an id that holds no unit at the moment; under safe fidelity such an id reads 0.

Mounting one

A profile names the extensions its scripts read under script-extensions. The engine refuses a mod that names one it does not implement, so a player is never left with silent script errors.

script-extensions:
  unit.kills-x100: true     # the script reads get UNIT_KILLS_X100
  unit.allied-with: true

Fidelity: an extension a script reads without mounting it answers as 3.1c did, which is usually zero.