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	<updated>2026-10-01T14:51:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.commanderwars.com/w/index.php?title=Parameters&amp;diff=3762</id>
		<title>Parameters</title>
		<link rel="alternate" type="text/html" href="https://www.commanderwars.com/w/index.php?title=Parameters&amp;diff=3762"/>
		<updated>2023-11-28T11:24:53Z</updated>

		<summary type="html">&lt;p&gt;Ginsan: Parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are parameters that you will find using functions for all the classes needed for modding.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
!Variable/Class&lt;br /&gt;
|-&lt;br /&gt;
|co&lt;br /&gt;
|Refers to the current CO in play.&lt;br /&gt;
|co class&lt;br /&gt;
|-&lt;br /&gt;
|map&lt;br /&gt;
|Refers to the current map in play (including game rules, players).&lt;br /&gt;
|gamemap class&lt;br /&gt;
|-&lt;br /&gt;
|unit&lt;br /&gt;
|Refers to the current unit of interest.&lt;br /&gt;
|unit class&lt;br /&gt;
|-&lt;br /&gt;
|posX/x&lt;br /&gt;
|Refers to the position of the current tile along the X axis (left to right).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|posY/y&lt;br /&gt;
|Refers to the position of the current tile along the Y axis (top to bottom).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|atkPosX&lt;br /&gt;
|Refers to the position of the attacker along the X axis (left to right).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|atkPosY&lt;br /&gt;
|Refers to the position of the attacker along the Y axis (top to bottom).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|defPosX&lt;br /&gt;
|Refers to the position of the defender along the X axis (left to right).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|defPosY&lt;br /&gt;
|Refers to the position of the defender along the Y axis (top to bottom).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|isDefender&lt;br /&gt;
|Refers to what the current unit is doing in battle, attacking or defending, returns true if it was your unit being attacked else it is false.&lt;br /&gt;
|boolean&lt;br /&gt;
|-&lt;br /&gt;
|attacker&lt;br /&gt;
|Refers to the unit that is currently attacking.&lt;br /&gt;
|unit class&lt;br /&gt;
|-&lt;br /&gt;
|defender&lt;br /&gt;
|Refers to the unit that is currently defending.&lt;br /&gt;
|unit class&lt;br /&gt;
|-&lt;br /&gt;
|damage&lt;br /&gt;
|Refers to the incoming damage to the unit, includes chip damage numbers (0-100+).&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|attackerBaseHp&lt;br /&gt;
|Referes to the attackers hp.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|luckmode&lt;br /&gt;
|Refers to the luck roll when the attack action occurs.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|action&lt;br /&gt;
|Refers to the current action that is being performed, returns as a game action class.&lt;br /&gt;
|gameaction class&lt;br /&gt;
|-&lt;br /&gt;
|id&lt;br /&gt;
|Refers to unit ID.&lt;br /&gt;
|string&lt;br /&gt;
|-&lt;br /&gt;
|fuelCost&lt;br /&gt;
|Refers to the amount of fuel used to move.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|building&lt;br /&gt;
|Refers to the building of interest.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|income&lt;br /&gt;
|Refers to the income you get for a particular building.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|index&lt;br /&gt;
|could&#039;t have a clue.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|info&lt;br /&gt;
|Refers to the CO info page.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|unitID&lt;br /&gt;
|Refers to the unit ID that is currently being looked at.&lt;br /&gt;
|str&lt;br /&gt;
|-&lt;br /&gt;
|powerSurplus&lt;br /&gt;
|Refers to surplus on the co power e.g 1 if one more star is filled over the normal co power.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|turnMode&lt;br /&gt;
|Refers to the state of the current turn, AiTurnMode_StartOfDay, AiTurnMode_DuringDay, AiTurnMode_EndOfDay&lt;br /&gt;
|gameenum&lt;br /&gt;
|-&lt;br /&gt;
|unitCount&lt;br /&gt;
|Refers to the amount of units owned by the player.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|count&lt;br /&gt;
|there is a unitcount in the same parameter.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|repairUnits&lt;br /&gt;
|Refers to the amount of units that need to be repaired.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|indirectUnits&lt;br /&gt;
|Refers to the amount of indirect units.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|directUnits&lt;br /&gt;
|Refers to the amount of direct units.&lt;br /&gt;
|Int&lt;br /&gt;
|-&lt;br /&gt;
|enemyUnits&lt;br /&gt;
|Refers to the amount of enemy units.&lt;br /&gt;
|Int&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ginsan</name></author>
	</entry>
	<entry>
		<id>https://www.commanderwars.com/w/index.php?title=Parameters&amp;diff=3758</id>
		<title>Parameters</title>
		<link rel="alternate" type="text/html" href="https://www.commanderwars.com/w/index.php?title=Parameters&amp;diff=3758"/>
		<updated>2023-11-28T10:15:02Z</updated>

		<summary type="html">&lt;p&gt;Ginsan: Created page with &amp;quot;Listed below are parameters that you will find using functions for all the classes needed for modding.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are parameters that you will find using functions for all the classes needed for modding.&lt;/div&gt;</summary>
		<author><name>Ginsan</name></author>
	</entry>
	<entry>
		<id>https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3736</id>
		<title>CO Function</title>
		<link rel="alternate" type="text/html" href="https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3736"/>
		<updated>2023-11-27T12:09:47Z</updated>

		<summary type="html">&lt;p&gt;Ginsan: Add bio functions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will look at all the functions that are in the base game related to CO. You can use these functions to create the CO that you want to do.&lt;br /&gt;
&lt;br /&gt;
First, we will look at common terminology that you will see most of the CO&#039;s have. These are the function parameters which will be needed for all functions.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;co&amp;quot;: Refers to the current CO in play.  &lt;br /&gt;
* &amp;quot;map&amp;quot;: Refers to the current map in play (including game rules, players).&lt;br /&gt;
* &amp;quot;unit&amp;quot;: Refers to the current unit of interest.  &lt;br /&gt;
* &amp;quot;x&amp;quot;: Refers to the position of the current tile along the X axis (left to right). &lt;br /&gt;
* &amp;quot;y&amp;quot;: Refers to the position of the current tile along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;posX&amp;quot;: Refers to the position of the current tile along the X axis (left to right). &lt;br /&gt;
* &amp;quot;posY&amp;quot;: Refers to the position of the current tile along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;atkPosX&amp;quot;: Refers to the position of the attacker along the X axis (left to right). &lt;br /&gt;
* &amp;quot;atkPosY&amp;quot;: Refers to the position of the attacker along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;defPosX&amp;quot;: Refers to the position of the defender along the X axis (left to right). &lt;br /&gt;
* &amp;quot;defPosY&amp;quot;: Refers to the position of the defender along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;isDefender&amp;quot;: Refers to what the current unit is doing in battle, attacking or defending, returns true or false. &lt;br /&gt;
* &amp;quot;attacker&amp;quot;: Refers to the unit that is currently attacking. &lt;br /&gt;
* &amp;quot;defender&amp;quot;: Refers to the unit that is currently defending.&lt;br /&gt;
* &amp;quot;damage&amp;quot;: Refers to the incoming damage to the unit, includes chip damage numbers (0-100+). &lt;br /&gt;
* &amp;quot;attackerBaseHp&amp;quot;: Referes to the attackers hp. &lt;br /&gt;
* &amp;quot;luckmode&amp;quot;: Beats me. &lt;br /&gt;
* &amp;quot;action&amp;quot;: Refers to the current action that is being performed, returns as a game action class. &lt;br /&gt;
* &amp;quot;id&amp;quot;: Refers to unit ID. &lt;br /&gt;
* &amp;quot;fuelCost&amp;quot;: Refers to the amount of fuel used to move. &lt;br /&gt;
* &amp;quot;building&amp;quot;: Refers to the building of interest. &lt;br /&gt;
* &amp;quot;income&amp;quot;: Refers to the income you get for a particular building.&lt;br /&gt;
* &amp;quot;index&amp;quot;: could&#039;t have a clue. &lt;br /&gt;
* &amp;quot;info&amp;quot;: Refers to the CO info page. &lt;br /&gt;
* &amp;quot;unitID&amp;quot;: Refers to the unit ID that is currently being looked at. &lt;br /&gt;
* &amp;quot;powerSurplus&amp;quot;: Refers to surplus on the co power e.g 1 if one more star is filled over the normal co power. &lt;br /&gt;
* &amp;quot;turnMode&amp;quot;: Refers to start, during or end turn for AI. &lt;br /&gt;
* &amp;quot;unitCount&amp;quot;: Refers to the amount of units owned by the player.&lt;br /&gt;
* &amp;quot;count&amp;quot;: there is a unitcount in the same parameter.&lt;br /&gt;
* &amp;quot;repairUnits&amp;quot;: Refers to the amount of units that need to be repaired.&lt;br /&gt;
* &amp;quot;indirectUnits&amp;quot;: Refers to the amount of indirect units. &lt;br /&gt;
* &amp;quot;directUnits&amp;quot;: Refers to the amount of direct units.&lt;br /&gt;
* &amp;quot;enemyUnits&amp;quot;: Refers to the amount of enemy units.&lt;br /&gt;
Listed below is a list of functions that will appear in the CO select page, which will give information about your custom CO.&amp;lt;syntaxhighlight lang=&amp;quot;js&amp;quot;&amp;gt;&lt;br /&gt;
    // CO - Intel&lt;br /&gt;
    this.getBio = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getLongBio = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getHits = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getMiss = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getCODescription = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getLongCODescription = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getPowerDescription = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getPowerName = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getSuperPowerDescription = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getSuperPowerName = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
    this.getPowerSentences = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return [];&lt;br /&gt;
    };&lt;br /&gt;
    this.getVictorySentences = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return [];&lt;br /&gt;
    };&lt;br /&gt;
    this.getDefeatSentences = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return [];&lt;br /&gt;
    };&lt;br /&gt;
    this.getName = function(co, map)&lt;br /&gt;
    {&lt;br /&gt;
        return &amp;quot;&amp;quot;;&lt;br /&gt;
    };&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ginsan</name></author>
	</entry>
	<entry>
		<id>https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3735</id>
		<title>CO Function</title>
		<link rel="alternate" type="text/html" href="https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3735"/>
		<updated>2023-11-27T11:41:11Z</updated>

		<summary type="html">&lt;p&gt;Ginsan: List all parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will look at all the functions that are in the base game related to CO. You can use these functions to create the CO that you want to do.&lt;br /&gt;
&lt;br /&gt;
First, we will look at common terminology that you will see most of the CO&#039;s have. These are the function parameters which will be needed for all functions.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;co&amp;quot;: Refers to the current CO in play.  &lt;br /&gt;
* &amp;quot;map&amp;quot;: Refers to the current map in play (including game rules, players).&lt;br /&gt;
* &amp;quot;unit&amp;quot;: Refers to the current unit of interest.  &lt;br /&gt;
* &amp;quot;x&amp;quot;: Refers to the position of the current tile along the X axis (left to right). &lt;br /&gt;
* &amp;quot;y&amp;quot;: Refers to the position of the current tile along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;posX&amp;quot;: Refers to the position of the current tile along the X axis (left to right). &lt;br /&gt;
* &amp;quot;posY&amp;quot;: Refers to the position of the current tile along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;atkPosX&amp;quot;: Refers to the position of the attacker along the X axis (left to right). &lt;br /&gt;
* &amp;quot;atkPosY&amp;quot;: Refers to the position of the attacker along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;defPosX&amp;quot;: Refers to the position of the defender along the X axis (left to right). &lt;br /&gt;
* &amp;quot;defPosY&amp;quot;: Refers to the position of the defender along the Y axis (top to bottom).&lt;br /&gt;
* &amp;quot;isDefender&amp;quot;: Refers to what the current unit is doing in battle, attacking or defending, returns true or false. &lt;br /&gt;
* &amp;quot;attacker&amp;quot;: Refers to the unit that is currently attacking. &lt;br /&gt;
* &amp;quot;defender&amp;quot;: Refers to the unit that is currently defending.&lt;br /&gt;
* &amp;quot;damage&amp;quot;: Refers to the incoming damage to the unit, includes chip damage numbers (0-100+). &lt;br /&gt;
* &amp;quot;attackerBaseHp&amp;quot;: Referes to the attackers hp. &lt;br /&gt;
* &amp;quot;luckmode&amp;quot;: Beats me. &lt;br /&gt;
* &amp;quot;action&amp;quot;: Refers to the current action that is being performed, returns as a game action class. &lt;br /&gt;
* &amp;quot;id&amp;quot;: Refers to unit ID. &lt;br /&gt;
* &amp;quot;fuelCost&amp;quot;: Refers to the amount of fuel used to move. &lt;br /&gt;
* &amp;quot;building&amp;quot;: Refers to the building of interest. &lt;br /&gt;
* &amp;quot;income&amp;quot;: Refers to the income you get for a particular building.&lt;br /&gt;
* &amp;quot;index&amp;quot;: could&#039;t have a clue. &lt;br /&gt;
* &amp;quot;info&amp;quot;: Refers to the CO info page. &lt;br /&gt;
* &amp;quot;unitID&amp;quot;: Refers to the unit ID that is currently being looked at. &lt;br /&gt;
* &amp;quot;powerSurplus&amp;quot;: Refers to surplus on the co power e.g 1 if one more star is filled over the normal co power. &lt;br /&gt;
* &amp;quot;turnMode&amp;quot;: Refers to start, during or end turn for AI. &lt;br /&gt;
* &amp;quot;unitCount&amp;quot;: Refers to the amount of units owned by the player.&lt;br /&gt;
* &amp;quot;count&amp;quot;: there is a unitcount in the same parameter.&lt;br /&gt;
* &amp;quot;repairUnits&amp;quot;: Refers to the amount of units that need to be repaired.&lt;br /&gt;
* &amp;quot;indirectUnits&amp;quot;: Refers to the amount of indirect units. &lt;br /&gt;
* &amp;quot;directUnits&amp;quot;: Refers to the amount of direct units.&lt;br /&gt;
* &amp;quot;enemyUnits&amp;quot;: Refers to the amount of enemy units.&lt;/div&gt;</summary>
		<author><name>Ginsan</name></author>
	</entry>
	<entry>
		<id>https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3734</id>
		<title>CO Function</title>
		<link rel="alternate" type="text/html" href="https://www.commanderwars.com/w/index.php?title=CO_Function&amp;diff=3734"/>
		<updated>2023-11-27T10:10:51Z</updated>

		<summary type="html">&lt;p&gt;Ginsan: A list of functions you can use to create your CO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will look at all the functions that are in the base game related to CO. You can use these functions to create the CO that you want to do.&lt;br /&gt;
&lt;br /&gt;
First, we will look at common terminology that you will see most of the CO&#039;s have.&lt;/div&gt;</summary>
		<author><name>Ginsan</name></author>
	</entry>
</feed>