DesignMasks

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Design masks specify the 'Mask' types for terrain and the variables that they pass on to units etc that are on them.

{
 	"Description" : {
 		"Id" : "DesignMaskCrystals",
 		"Name" : "MINERAL FIELD",
 		"Details" : "Units in a Mineral Field deal 25% additional damage with energy weapons, and take 25% additional damage from energy weapons. Their movement is also reduced.",
 		"Icon" : "uixSvgIcon_designMask_mineral",
 		"Cost" : 0,
 		"Rarity" : 0,
 		"Purchasable" : false
 	},
     "moveCostMechLight" : 1.55,
     "moveCostMechMedium" : 1.55,
     "moveCostMechHeavy" : 1.05,
     "moveCostMechAssault" : 1.05,
     "moveCostTrackedLight" : 1.55,
     "moveCostTrackedMedium" : 1.55,
     "moveCostTrackedHeavy" : 1.55,
     "moveCostTrackedAssault" : 1.55,
     "moveCostWheeledLight" : 99999.9,
     "moveCostWheeledMedium" : 99999.9,
     "moveCostWheeledHeavy" : 99999.9,
     "moveCostWheeledAssault" : 99999.9,
     "moveCostSprintMultiplier" : 1.0,
     "stabilityDamageMultiplier" : 1.0,
     "energyDamageDealtMultiplier" : 1.25,
     "energyDamageTakenMultiplier" : 1.25,
     "visibilityMultiplier" : 1.0,
     "visibilityHeight" : 1.0,
     "signatureMultiplier" : 1.0,
     "targetabilityModifier" : 0.0,
     "grantsGuarded" : false,
     "grantsEvasive" : false,
     "toHitFromModifier" : 0.0,
     "heatSinkMultiplier" : 1.0,
     "heatPerTurn" : 0,
     "legStructureDamageMin" : 0,
     "legStructureDamageMax" : 0,
     "canBurn" : false,
     "canExplode" : false
 } 


  • "Id" : - String, Ex "DesignMaskCrystals", ID of the terrain type and used most likely within the Map Files to Identify this datablock
  • "Name" :- String ex "MINERAL FIELD", friendly name of the terrain type
  • "Details" :- String ex: "Units in a Mineral Field deal 25% additional damage with energy weapons, and take 25% additional damage from energy weapons. Their movement is also reduced.", description of the terrain type and what it does.
  • "Icon" :- string "uixSvgIcon_designMask_mineral", the icon used in the ui when standing on the terrain for mouse over tips.
  • "Cost" :- int, 0 doesn't appear used.
  • "Rarity" :int, 0 doesn't appear used.
  • "Purchasable"
  • "moveCostMechLight" :-Float, movement cost modifier for mech/vehicle type, 99999.9 for impassable
  • "moveCostMechMedium" :-Float, movement cost modifier for mech/vehicle type, 99999.9 for impassable
  • "moveCostMechHeavy" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostMechAssault" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostTrackedLight" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostTrackedMedium" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostTrackedHeavy" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostTrackedAssault" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostWheeledLight" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostWheeledMedium" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostWheeledHeavy" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostWheeledAssault" :-Float, movement cost modifier for all mech/vehicle type, 99999.9 for impassable
  • "moveCostSprintMultiplier" :-Float, movement cost modifier for sprint action.
  • "stabilityDamageMultiplier" :-Float, multiplier for stability damage taken, eg rough terrain imparts a 1.5 multipler.
  • "energyDamageDealtMultiplier" :-Float, multiplier for any attack with energy weapons.
  • "energyDamageTakenMultiplier" :Float, multiplier for any damage taken from energy weapons.
  • "visibilityMultiplier" :-Float, multiplier for visibility range effects Eg Forest have a 2.0 multiplier. meaning they reduce sight by 2.0
  • "visibilityHeight" :- Float, how high is this effect in meters eg forest have a 20.0
  • "signatureMultiplier" :- Float, standing on this terrain boosts your signature by this amount.
  • "targetabilityModifier" :-Float, possibly either a bonus to your To hit modifier Eg attack or your to be hit modifier (defence) 0 in all terrains
  • "grantsGuarded" :-bool, does the terrain grant guarded
  • "grantsEvasive" :- bool, does terrain grant evasive
  • "toHitFromModifier" :float, possibly either a bonus to your To hit modifier Eg attack or your to be hit modifier (defence) 0 in all terrains
  • "heatSinkMultiplier" :- Float, multiplier for HS efficiency, currently 2.0 for water, .5 for geothermal. (Not this is GLOBAL not just the legs)
  • "heatPerTurn" :- int, extra heat gained when standing on this terrain
  • "legStructureDamageMin" : Int, Possibly how much leg damage min per round your standing on this terrain.
  • "legStructureDamageMax" : Int, Possibly leg damage max per round your standing on this terrain
  • "canBurn" : bool, can burn this terrain burn
  • "canExplode" : bool, can this terrain explode



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