Accueil › Infos modding › Extensions de script
Chapitre 13

Extensions de script

Les valeurs qu'un profil peut fournir aux scripts d'unités d'un mod, comme le nombre de victimes d'une unité ou les alliances de son propriétaire, avec la façon dont un script COB lit chacune.

Les 8 valeurs qu'un profil peut fournir aux scripts d'unités d'un mod. Un mod monte une extension dans son profil ; un script COB la lit ensuite comme toute autre valeur. Chaque titre ouvre la page de l'extension, qui montre comment un script la lit.

Toutes les extensions

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.

Monter une extension

Un profil nomme les extensions que ses scripts lisent sous script-extensions. Le moteur refuse un mod qui en nomme une qu'il n'implémente pas, pour ne jamais laisser un joueur avec des erreurs de script silencieuses.

script-extensions:
  unit.kills-x100: true     # le script lit get UNIT_KILLS_X100
  unit.allied-with: true

Fidélité : une extension lue sans être montée répond comme en 3.1c, c'est-à-dire en général zéro.