Package megamek.common.options
Class OptionsConstants
java.lang.Object
megamek.common.options.OptionsConstants
- Since:
- 2/21/14 7:57 AM
-
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final StringHouse rule: the infantry defending a building in an infantry action may withdraw on the attacker's terms.static final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final StringDeprecated.static final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final StringDeprecated, for removal: This API element is subject to removal in a future version.The separate Manei Domini switch was folded intoADVANCED_NEURAL_INTERFACE_MODE: any setting other thanNEURAL_INTERFACE_MODE_OFFallows Manei Domini implants.static final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final StringDeprecated, for removal: This API element is subject to removal in a future version.UseMD_EI_IMPLANTinstead.static final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final String -
Method Summary
-
Field Details
-
QUIRK_POS_ANIMALISTIC
- See Also:
-
QUIRK_POS_ANTI_AIR
- See Also:
-
QUIRK_POS_ATMOSPHERE_FLYER
- See Also:
-
QUIRK_POS_BARREL_FIST_LA
- See Also:
-
QUIRK_POS_BARREL_FIST_RA
- See Also:
-
QUIRK_POS_BATTLE_COMP
- See Also:
-
QUIRK_POS_BATTLE_FIST_LA
- See Also:
-
QUIRK_POS_BATTLE_FIST_RA
- See Also:
-
QUIRK_POS_COMBAT_COMPUTER
- See Also:
-
QUIRK_POS_COMMAND_MEK
- See Also:
-
QUIRK_POS_COMPACT
- See Also:
-
QUIRK_POS_COWL
- See Also:
-
QUIRK_POS_DIRECTIONAL_TORSO_MOUNT
- See Also:
-
QUIRK_POS_DIRECTIONAL_TORSO_MOUNT_360
- See Also:
-
QUIRK_POS_DISTRACTING
- See Also:
-
QUIRK_POS_DOCKING_ARMS
- See Also:
-
QUIRK_POS_EASY_MAINTAIN
- See Also:
-
QUIRK_POS_EASY_PILOT
- See Also:
-
QUIRK_POS_EXT_TWIST
- See Also:
-
QUIRK_POS_FAST_RELOAD
- See Also:
-
QUIRK_POS_FINE_MANIPULATORS
- See Also:
-
QUIRK_POS_GOOD_REP_1
- See Also:
-
QUIRK_POS_GOOD_REP_2
- See Also:
-
QUIRK_POS_HYPER_ACTUATOR
- See Also:
-
QUIRK_POS_IMP_COM
- See Also:
-
QUIRK_POS_IMP_LIFE_SUPPORT
- See Also:
-
QUIRK_POS_IMP_TARG_L
- See Also:
-
QUIRK_POS_IMP_TARG_M
- See Also:
-
QUIRK_POS_IMP_TARG_S
- See Also:
-
QUIRK_POS_IMPROVED_SENSORS
- See Also:
-
QUIRK_POS_INTERNAL_BOMB
- See Also:
-
QUIRK_POS_LOW_PROFILE
- See Also:
-
QUIRK_POS_MULTI_TRAC
- See Also:
-
QUIRK_POS_NIMBLE_JUMPER
- See Also:
-
QUIRK_POS_OVERHEAD_ARMS
- See Also:
-
QUIRK_POS_POWER_REVERSE
- See Also:
-
QUIRK_POS_PRO_ACTUATOR
- See Also:
-
QUIRK_POS_REINFORCED_LEGS
- See Also:
-
QUIRK_POS_RUGGED_1
- See Also:
-
QUIRK_POS_RUGGED_2
- See Also:
-
QUIRK_POS_RUMBLE_SEAT
- See Also:
-
QUIRK_POS_SCOUT_BIKE
- See Also:
-
QUIRK_POS_SEARCHLIGHT
- See Also:
-
QUIRK_POS_STABLE
- See Also:
-
QUIRK_POS_TRAILER_HITCH
- See Also:
-
QUIRK_POS_UBIQUITOUS_IS
- See Also:
-
QUIRK_POS_UBIQUITOUS_CLAN
- See Also:
-
QUIRK_POS_VAR_RNG_TARG
- See Also:
-
QUIRK_POS_VESTIGIAL_HANDS_LA
- See Also:
-
QUIRK_POS_VESTIGIAL_HANDS_RA
- See Also:
-
QUIRK_POS_VTOL_ROTOR_COAXIAL
- See Also:
-
QUIRK_POS_VTOL_ROTOR_DUAL
- See Also:
-
QUIRK_WEAPON_POS_ACCURATE
- See Also:
-
QUIRK_WEAPON_POS_IMP_COOLING
- See Also:
-
QUIRK_WEAPON_POS_JETTISON_CAPABLE
- See Also:
-
QUIRK_WEAPON_POS_STABLE_WEAPON
- See Also:
-
QUIRK_WEAPON_POS_DIRECT_TORSO_MOUNT
- See Also:
-
QUIRK_WEAPON_POS_DIRECT_TORSO_MOUNT_QUAD
- See Also:
-
QUIRK_WEAPON_POS_MOD_WEAPONS
- See Also:
-
QUIRK_WEAPON_POS_FAST_RELOAD
- See Also:
-
QUIRK_NEG_ATMOSPHERE_INSTABILITY
- See Also:
-
QUIRK_NEG_BAD_REP_IS
- See Also:
-
QUIRK_NEG_BAD_REP_CLAN
- See Also:
-
QUIRK_NEG_CRAMPED_COCKPIT
- See Also:
-
QUIRK_NEG_DIFFICULT_EJECT
- See Also:
-
QUIRK_NEG_DIFFICULT_MAINTAIN
- See Also:
-
QUIRK_NEG_EM_INTERFERENCE_WHOLE
- See Also:
-
QUIRK_NEG_EXP_ACTUATOR
- See Also:
-
QUIRK_NEG_FLAWED_COOLING
- See Also:
-
QUIRK_NEG_FRAGILE_FUEL
- See Also:
-
QUIRK_NEG_GAS_HOG
- See Also:
-
QUIRK_NEG_HARD_PILOT
- See Also:
-
QUIRK_NEG_ILLEGAL_DESIGN
- See Also:
-
QUIRK_NEG_LARGE_DROPPER
- See Also:
-
QUIRK_NEG_LOW_ARMS
- See Also:
-
QUIRK_NEG_NO_EJECT
- See Also:
-
QUIRK_NEG_NO_TWIST
- See Also:
-
QUIRK_NEG_NON_STANDARD
- See Also:
-
QUIRK_NEG_OBSOLETE
- See Also:
-
QUIRK_NEG_OVERSIZED
- See Also:
-
QUIRK_NEG_POOR_LIFE_SUPPORT
- See Also:
-
QUIRK_NEG_POOR_PERFORMANCE
- See Also:
-
QUIRK_NEG_POOR_SEALING
- See Also:
-
QUIRK_NEG_POOR_TARG_L
- See Also:
-
QUIRK_NEG_POOR_TARG_M
- See Also:
-
QUIRK_NEG_POOR_TARG_S
- See Also:
-
QUIRK_NEG_POOR_WORK
- See Also:
-
QUIRK_NEG_PROTOTYPE
- See Also:
-
QUIRK_NEG_RAMSHACKLE
- See Also:
-
QUIRK_NEG_SENSOR_GHOSTS
- See Also:
-
QUIRK_NEG_SUSCEPTIBLE_CWS
- See Also:
-
QUIRK_NEG_UNBALANCED
- See Also:
-
QUIRK_NEG_UNSTREAMLINED
- See Also:
-
QUIRK_NEG_WEAK_HEAD_1
- See Also:
-
QUIRK_NEG_WEAK_HEAD_2
- See Also:
-
QUIRK_NEG_WEAK_HEAD_3
- See Also:
-
QUIRK_NEG_WEAK_HEAD_4
- See Also:
-
QUIRK_NEG_WEAK_HEAD_5
- See Also:
-
QUIRK_NEG_WEAK_LEGS
- See Also:
-
QUIRK_NEG_WEAK_UNDERCARRIAGE
- See Also:
-
QUIRK_NEG_NO_ARMS
- See Also:
-
QUIRK_WEAPON_NEG_AMMO_FEED_PROBLEMS
- See Also:
-
QUIRK_WEAPON_NEG_EM_INTERFERENCE
- See Also:
-
QUIRK_WEAPON_NEG_EXPOSED_LINKAGE
- See Also:
-
QUIRK_WEAPON_NEG_INACCURATE
- See Also:
-
QUIRK_WEAPON_NEG_NO_COOLING
- See Also:
-
QUIRK_WEAPON_NEG_NON_FUNCTIONAL
- See Also:
-
QUIRK_WEAPON_NEG_POOR_COOLING
- See Also:
-
QUIRK_WEAPON_NEG_STATIC_FEED
- See Also:
-
QUIRK_WEAPON_NEG_MISREPAIRED
- See Also:
-
QUIRK_WEAPON_NEG_MIS_REPLACED
- See Also:
-
PILOT_APTITUDE_GUNNERY
- See Also:
-
PILOT_APTITUDE_PILOTING
- See Also:
-
PILOT_ANIMAL_MIMIC
- See Also:
-
PILOT_CROSS_COUNTRY
- See Also:
-
PILOT_DODGE_MANEUVER
- See Also:
-
PILOT_HVY_LIFTER
- See Also:
-
PILOT_HOPPING_JACK
- See Also:
-
PILOT_HOT_DOG
- See Also:
-
PILOT_JUMPING_JACK
- See Also:
-
PILOT_MANEUVERING_ACE
- See Also:
-
PILOT_MELEE_MASTER
- See Also:
-
PILOT_MELEE_SPECIALIST
- See Also:
-
PILOT_SHAKY_STICK
- See Also:
-
PILOT_TM_FOREST_RANGER
- See Also:
-
PILOT_TM_FROGMAN
- See Also:
-
PILOT_TM_MOUNTAINEER
- See Also:
-
PILOT_TM_NIGHTWALKER
- See Also:
-
PILOT_TM_SWAMP_BEAST
- See Also:
-
PILOT_ZWEIHANDER
- See Also:
-
PILOT_ATOW_G_TOLERANCE
- See Also:
-
PILOT_WIND_WALKER
- See Also:
-
GUNNERY_BLOOD_STALKER
- See Also:
-
GUNNERY_CLUSTER_HITTER
- See Also:
-
GUNNERY_CLUSTER_MASTER
- See Also:
-
GUNNERY_GOLDEN_GOOSE
- See Also:
-
GUNNERY_SPECIALIST
- See Also:
-
GUNNERY_MULTI_TASKER
- See Also:
-
GUNNERY_OBLIQUE_ARTILLERY
- See Also:
-
GUNNERY_OBLIQUE_ATTACKER
- See Also:
-
GUNNERY_RANGE_MASTER
- See Also:
-
GUNNERY_SANDBLASTER
- See Also:
-
GUNNERY_SNIPER
- See Also:
-
GUNNERY_WEAPON_SPECIALIST
- See Also:
-
MISC_EAGLE_EYES
- See Also:
-
MISC_ENV_SPECIALIST
- See Also:
-
MISC_FORWARD_OBSERVER
- See Also:
-
MISC_HUMAN_TRO
- See Also:
-
MISC_IRON_MAN
- See Also:
-
MISC_PAIN_RESISTANCE
- See Also:
-
MISC_TACTICAL_GENIUS
- See Also:
-
ATOW_COMBAT_SENSE
- See Also:
-
ATOW_COMBAT_PARALYSIS
- See Also:
-
INFANTRY_FOOT_CAV
- See Also:
-
INFANTRY_URBAN_GUERRILLA
- See Also:
-
UNOFFICIAL_EI_IMPLANT
Deprecated, for removal: This API element is subject to removal in a future version.UseMD_EI_IMPLANTinstead. EI Implant is now an official Manei Domini augmentation.- See Also:
-
UNOFFICIAL_CLAN_PILOT_TRAINING
- See Also:
-
UNOFFICIAL_SOME_LIKE_IT_HOT
- See Also:
-
UNOFFICIAL_WEATHERED
- See Also:
-
UNOFFICIAL_ALL_WEATHER
- See Also:
-
UNOFFICIAL_BLIND_FIGHTER
- See Also:
-
UNOFFICIAL_SENSOR_GEEK
- See Also:
-
UNOFFICIAL_SMALL_PILOT
- See Also:
-
UNOFFICIAL_ADV_ATMOSPHERIC_CONTROL
- See Also:
-
EDGE
- See Also:
-
EDGE_WHEN_HEAD_HIT
- See Also:
-
EDGE_WHEN_TAC
- See Also:
-
EDGE_WHEN_KO
- See Also:
-
EDGE_WHEN_EXPLOSION
- See Also:
-
EDGE_WHEN_MASC_FAILS
- See Also:
-
EDGE_WHEN_AERO_ALT_LOSS
- See Also:
-
EDGE_WHEN_AERO_EXPLOSION
- See Also:
-
EDGE_WHEN_AERO_KO
- See Also:
-
EDGE_WHEN_AERO_LUCKY_CRIT
- See Also:
-
EDGE_WHEN_AERO_NUKE_CRIT
- See Also:
-
EDGE_WHEN_AERO_UNIT_CARGO_LOST
- See Also:
-
EDGE_WHEN_AERO_CATASTROPHIC
- See Also:
-
EDGE_WHEN_TANK_MOTIVE_CRIT
- See Also:
-
EDGE_WHEN_TANK_DESTROYED
- See Also:
-
EDGE_WHEN_TANK_TURRET_BLOWN_OFF
- See Also:
-
EDGE_WHEN_ZIPLINE
- See Also:
-
EDGE_WHEN_EJECT_FAILS
- See Also:
-
EDGE_WHEN_BREACH
- See Also:
-
EDGE_WHEN_AC_JAMS_OR_MALFUNCTIONS
- See Also:
-
EDGE_WHEN_RISC_FAIL
- See Also:
-
EDGE_WHEN_FIRE
- See Also:
-
MD_PAIN_SHUNT
- See Also:
-
MD_VDNI
- See Also:
-
MD_BVDNI
- See Also:
-
MD_PL_ENHANCED
- See Also:
-
MD_PL_I_ENHANCED
- See Also:
-
MD_PL_MASC
- See Also:
-
MD_PL_EXTRA_LIMBS
- See Also:
-
MD_PL_TAIL
- See Also:
-
MD_PL_GLIDER
- See Also:
-
MD_PL_FLIGHT
- See Also:
-
MD_CYBER_IMP_AUDIO
- See Also:
-
MD_CYBER_IMP_VISUAL
- See Also:
-
MD_CYBER_IMP_LASER
- See Also:
-
MD_CYBER_IMP_TELE
- See Also:
-
MD_MM_IMPLANTS
- See Also:
-
MD_ENH_MM_IMPLANTS
- See Also:
-
MD_COMM_IMPLANT
- See Also:
-
MD_BOOST_COMM_IMPLANT
- See Also:
-
MD_DERMAL_ARMOR
- See Also:
-
MD_TSM_IMPLANT
- See Also:
-
MD_FILTRATION
- See Also:
-
MD_GAS_EFFUSER_PHEROMONE
- See Also:
-
MD_GAS_EFFUSER_TOXIN
- See Also:
-
MD_DERMAL_CAMO_ARMOR
- See Also:
-
MD_TRIPLE_CORE_PROCESSOR
- See Also:
-
MD_SUICIDE_IMPLANTS
- See Also:
-
MD_PROTO_DNI
- See Also:
-
MD_EI_IMPLANT
- See Also:
-
BASE_FRIENDLY_FIRE
- See Also:
-
BASE_TURN_TIMER
- See Also:
-
BASE_TURN_TIMER_TARGETING
- See Also:
-
BASE_TURN_TIMER_MOVEMENT
- See Also:
-
BASE_TURN_TIMER_FIRING
- See Also:
-
BASE_TURN_TIMER_PHYSICAL
- See Also:
-
BASE_TURN_TIMER_ALLOW_EXTENSION
- See Also:
-
BASE_SKIP_INELIGIBLE_MOVEMENT
- See Also:
-
BASE_SKIP_INELIGIBLE_FIRING
- See Also:
-
BASE_SKIP_INELIGIBLE_PHYSICAL
- See Also:
-
BASE_PUSH_OFF_BOARD
- See Also:
-
BASE_TEAM_INITIATIVE
- See Also:
-
BASE_AUTOSAVE_MSG
- See Also:
-
BASE_PARANOID_AUTOSAVE
- See Also:
-
BASE_MAX_NUMBER_ROUND_SAVES
- See Also:
-
BASE_EXCLUSIVE_DB_DEPLOYMENT
- See Also:
-
BASE_BLIND_DROP
- See Also:
-
BASE_REAL_BLIND_DROP
- See Also:
-
BASE_LOBBY_AMMO_DUMP
- See Also:
-
GAME_MASTER_ALLOW
- See Also:
-
GAME_MASTER_VOTE_THRESHOLD
- See Also:
-
GAME_MASTER_VOTE_UNANIMOUS
- See Also:
-
GAME_MASTER_VOTE_MAJORITY
- See Also:
-
BASE_DUMPING_FROM_ROUND
- See Also:
-
BASE_SET_ARTY_PLAYER_HOME_EDGE
- See Also:
-
BASE_SET_DEFAULT_TEAM_1
- See Also:
-
BASE_SET_PLAYER_DEPLOYMENT_TO_PLAYER_0
- See Also:
-
BASE_RESTRICT_GAME_COMMANDS
- See Also:
-
BASE_DISABLE_LOCAL_SAVE
- See Also:
-
BASE_BRIDGE_CF
- See Also:
-
BASE_SHOW_BAY_DETAIL
- See Also:
-
BASE_RNG_TYPE
- See Also:
-
BASE_RNG_LOG
- See Also:
-
BASE_FLAMER_HEAT
- See Also:
-
BASE_INFANTRY_DAMAGE_HEAT
- See Also:
-
BASE_INDIRECT_FIRE
- See Also:
-
BASE_BREEZE
- See Also:
-
BASE_RANDOM_BASEMENTS
- See Also:
-
BASE_AUTO_AMS
- See Also:
-
BASE_SUPPRESS_UNIT_TOOLTIP_IN_REPORT_LOG
- See Also:
-
BASE_GM_CONTROLS_DONE_REPORT_PHASE
- See Also:
-
BASE_HIDE_UNOFFICIAL
- See Also:
-
BASE_HIDE_LEGACY
- See Also:
-
VICTORY_SKIP_FORCED_VICTORY
- See Also:
-
VICTORY_CHECK_VICTORY
- See Also:
-
VICTORY_ACHIEVE_CONDITIONS
- See Also:
-
VICTORY_USE_BV_DESTROYED
- See Also:
-
VICTORY_BV_DESTROYED_PERCENT
- See Also:
-
VICTORY_USE_BV_RATIO
- See Also:
-
VICTORY_BV_RATIO_PERCENT
- See Also:
-
VICTORY_USE_GAME_TURN_LIMIT
- See Also:
-
VICTORY_GAME_TURN_LIMIT
- See Also:
-
VICTORY_USE_KILL_COUNT
- See Also:
-
VICTORY_GAME_KILL_COUNT
- See Also:
-
VICTORY_COMMANDER_KILLED
- See Also:
-
VICTORY_USE_OBJECTIVES
- See Also:
-
VICTORY_VP_WIN_THRESHOLD
- See Also:
-
VICTORY_VP_SUDDEN_DEATH
- See Also:
-
ALLOWED_CANON_ONLY
- See Also:
-
ALLOWED_YEAR
- See Also:
-
ALLOWED_TECH_LEVEL
- See Also:
-
ALLOWED_ERA_BASED
- See Also:
-
ALLOWED_ALLOW_ILLEGAL_UNITS
- See Also:
-
ALLOWED_SHOW_EXTINCT
- See Also:
-
ALLOWED_ALL_AMMO_MIXED_TECH
- See Also:
-
ALLOWED_NO_CLAN_PHYSICAL
- See Also:
-
ALLOWED_ALLOW_NUKES
- See Also:
-
ALLOWED_REALLY_ALLOW_NUKES
- See Also:
-
ADVANCED_MINEFIELDS
- See Also:
-
ADVANCED_HIDDEN_UNITS
- See Also:
-
ADVANCED_BLACK_ICE
- See Also:
-
ADVANCED_LIGHTNING_STORM_TARGETS_UNITS
- See Also:
-
ADVANCED_DOUBLE_BLIND
- See Also:
-
ADVANCED_SINGLE_BLIND_BOTS
- See Also:
-
ADVANCED_TAC_OPS_SENSORS
- See Also:
-
ADVANCED_SUPPRESS_ALL_DB_MESSAGES
- See Also:
-
ADVANCED_SUPPRESS_DB_BV
- See Also:
-
ADVANCED_TEAM_VISION
- See Also:
-
ADVANCED_TAC_OPS_BAP
- See Also:
-
ADVANCED_TAC_OPS_ECCM
- See Also:
-
ADVANCED_TAC_OPS_C3_EMERGENCY_MASTER
- See Also:
-
ADVANCED_TAC_OPS_GHOST_TARGET
- See Also:
-
ADVANCED_GHOST_TARGET_MODE
- See Also:
-
ADVANCED_GHOST_TARGET_MAX
- See Also:
-
GHOST_TARGET_MODE_LEGACY
- See Also:
-
GHOST_TARGET_MODE_STANDARD
- See Also:
-
ADVANCED_TAC_OPS_DIG_IN
- See Also:
-
ADVANCED_TAC_OPS_BA_WEIGHT
- See Also:
-
ADVANCED_TAC_OPS_TAKE_COVER
- See Also:
-
ADVANCED_TAC_OPS_ANGEL_ECM
- See Also:
-
ADVANCED_TAC_OPS_BATTLE_WRECK
- See Also:
-
ADVANCED_TAC_OPS_SKIN_OF_THE_TEETH_EJECTION
- See Also:
-
ADVANCED_TAC_OPS_MOBILE_HQS
- See Also:
-
ADVANCED_TAC_OPS_FATIGUE
- See Also:
-
ADVANCED_TAC_OPS_FUMBLES
- See Also:
-
ADVANCED_TAC_OPS_SELF_DESTRUCT
- See Also:
-
ADVANCED_TAC_OPS_TANK_CREWS
- See Also:
-
ADVANCED_STRATOPS_QUIRKS
- See Also:
-
ADVANCED_STRATOPS_PARTIAL_REPAIRS
- See Also:
-
ADVANCED_ASSAULT_DROP
- See Also:
-
ADVANCED_PARATROOPERS
- See Also:
-
ADVANCED_BRIDGE_BUILDING_ENGINEERS
- See Also:
-
UNOFFICIAL_BRIDGE_REPAIR_ENGINEERS
- See Also:
-
ADVANCED_INCLUSIVE_SENSOR_RANGE
- See Also:
-
ADVANCED_SENSORS_DETECT_ALL
- See Also:
-
ADVANCED_MAG_SCAN_NO_HILLS
- See Also:
-
ADVANCED_WOODS_BURN_DOWN
- See Also:
-
ADVANCED_WOODS_BURN_DOWN_AMOUNT
- See Also:
-
ADVANCED_NO_IGNITE_CLEAR
- See Also:
-
ADVANCED_NEURAL_INTERFACE_MODE
- See Also:
-
NEURAL_INTERFACE_MODE_OFF
- See Also:
-
NEURAL_INTERFACE_MODE_PILOT_ONLY
- See Also:
-
NEURAL_INTERFACE_MODE_FULL_TRACKING
- See Also:
-
ADVANCED_TRACK_NEURAL_INTERFACE_HARDWARE
Deprecated.UseADVANCED_NEURAL_INTERFACE_MODEinstead.- See Also:
-
ADVANCED_EXTREME_TEMPERATURE_SURVIVAL
- See Also:
-
ADVANCED_ARMED_MEKWARRIORS
- See Also:
-
ADVANCED_PILOTS_VISUAL_RANGE_ONE
- See Also:
-
ADVANCED_PILOTS_CANNOT_SPOT
- See Also:
-
ADVANCED_METAL_CONTENT
- See Also:
-
ADVANCED_BA_GRAB_BARS
- See Also:
-
ADVANCED_MAX_TECH_MOVEMENT_MODS
- See Also:
-
ADVANCED_ALTERNATE_MASC
- See Also:
-
ADVANCED_ALTERNATE_MASC_ENHANCED
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_AMS
- See Also:
-
ADVANCED_COMBAT_INFANTRY_ACTION_DEFENDER_WITHDRAWAL
House rule: the infantry defending a building in an infantry action may withdraw on the attacker's terms.- See Also:
-
ADVANCED_COMBAT_TAC_OPS_MANUAL_AMS
- See Also:
-
ADVANCED_COMBAT_FLOATING_CRITS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_CRIT_ROLL
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_ENGINE_EXPLOSIONS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_CALLED_SHOTS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_PRONE_FIRE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_START_FIRE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_RANGE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_LOS_RANGE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_DEAD_ZONES
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_LOS1
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_ALTERNATIVE_DAMAGE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_CLUSTER_HIT_PEN
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_PPC_INHIBITORS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_CHARGE_DAMAGE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_BULLDOZER
- See Also:
-
UNOFFICIAL_BACKHOE_CLEARS_RUBBLE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_GLANCING_BLOWS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_DIRECT_BLOW
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_BURST
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_HEAT
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_PARTIAL_COVER
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_BA_CRITICAL_SLOTS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_HOT_LOAD
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_RAPID_AC
- See Also:
-
ADVANCED_COMBAT_KIND_RAPID_AC
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_GRAPPLING
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_JUMP_JET_ATTACK
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_TRIP_ATTACK
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_ENERGY_WEAPONS
- See Also:
-
ADVANCED_COMBAT_GOTHIC_DAZZLE_MODE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_GAUSS_WEAPONS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_RETRACTABLE_BLADES
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_AMMUNITION
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_WOODS_COVER
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_VEHICLE_EFFECTIVE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_VEHICLE_ARCS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_VTOL_ATTACKS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_ADVANCED_MEK_HIT_LOCATIONS
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_COOLANT_FAILURE
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_BA_VS_BA
- See Also:
-
ADVANCED_COMBAT_NO_TAC
- See Also:
-
ADVANCED_COMBAT_VTOL_STRAFING
- See Also:
-
ADVANCED_COMBAT_VEHICLES_SAFE_FROM_INFERNOS
- See Also:
-
ADVANCED_COMBAT_PROTOMEKS_SAFE_FROM_INFERNOS
- See Also:
-
ADVANCED_COMBAT_INDIRECT_ALWAYS_POSSIBLE
- See Also:
-
ADVANCED_COMBAT_INCREASED_AC_DMG
- See Also:
-
ADVANCED_COMBAT_UNJAM_UAC
- See Also:
-
ADVANCED_COMBAT_TAC_OPS_UAC_TWO_ROLLS
- See Also:
-
ADVANCED_COMBAT_CLUBS_PUNCH
- See Also:
-
ADVANCED_COMBAT_ON_MAP_PREDESIGNATE
- See Also:
-
ADVANCED_COMBAT_NUM_HEXES_PREDESIGNATE
- See Also:
-
ADVANCED_COMBAT_MAP_AREA_PREDESIGNATE
- See Also:
-
ADVANCED_COMBAT_MAX_EXTERNAL_HEAT
- See Also:
-
ADVANCED_COMBAT_CASE_PILOT_DAMAGE
- See Also:
-
ADVANCED_COMBAT_NO_FORCED_PRIMARY_TARGETS
- See Also:
-
ADVANCED_COMBAT_FULL_ROTOR_HITS
- See Also:
-
ADVANCED_COMBAT_FOREST_FIRES_NO_SMOKE
- See Also:
-
ADVANCED_COMBAT_HOT_LOAD_IN_GAME
- See Also:
-
ADVANCED_COMBAT_MULTI_USE_AMS
- See Also:
-
ADVANCED_COMBAT_PICKING_UP_AND_THROWING_UNITS
- See Also:
-
ADVANCED_COMBAT_DISPOSABLE_INFANTRY_WEAPONS
- See Also:
-
ADVANCED_COMBAT_ADVANCED_SCATTER
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_SPRINT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_STANDING_STILL
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_EVADE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_SKILLED_EVASION
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_LEAPING
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_CLIMBING
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_PHYSICAL_PSR
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_PHYSICAL_ATTACK_PSR
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_TAKING_DAMAGE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_LEG_DAMAGE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_WALK_BACKWARDS
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_FAST_INFANTRY_MOVE
- See Also:
-
ADVANCED_TAC_OPS_INF_PAVE_BONUS
- See Also:
-
ADVANCED_GROUND_MOVEMENT_VEHICLE_LANCE_MOVEMENT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_VEHICLE_LANCE_MOVEMENT_NUMBER
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TURN_MODE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_VEHICLE_ADVANCED_MANEUVERS
- See Also:
-
ADVANCED_GROUND_MOVEMENT_VEHICLE_ACCELERATION
- See Also:
-
ADVANCED_GROUND_MOVEMENT_REVERSE_GEAR
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_HULL_DOWN
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_FALLING_EXPANDED
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_ATTEMPTING_STAND
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_CAREFUL_STAND
- See Also:
-
ADVANCED_GROUND_MOVEMENT_TAC_OPS_ZIPLINES
- See Also:
-
ADVANCED_GROUND_MOVEMENT_MEK_LANCE_MOVEMENT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_MEK_LANCE_MOVEMENT_NUMBER
- See Also:
-
ADVANCED_GROUND_MOVEMENT_UNOFF_NO_IMMOBILE_VEHICLES
- See Also:
-
ADVANCED_GROUND_MOVEMENT_VEHICLES_CAN_EJECT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_EJECTED_PILOTS_FLEE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_AUTO_ABANDON_UNIT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_NO_HOVER_CHARGE
- See Also:
-
ADVANCED_GROUND_MOVEMENT_NO_PRE_MOVE_VIBRA
- See Also:
-
ADVANCED_GROUND_MOVEMENT_FALLS_END_MOVEMENT
- See Also:
-
ADVANCED_GROUND_MOVEMENT_PSR_JUMP_HEAVY_WOODS
- See Also:
-
ADVANCED_GROUND_MOVEMENT_NO_NIGHT_MOVE_PEN
- See Also:
-
ADVANCED_AERO_RULES_AERO_GROUND_MOVE
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_CAPITAL_FIGHTER
- See Also:
-
ADVANCED_AERO_RULES_FUEL_CONSUMPTION
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_CONV_FUSION_BONUS
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_HARJEL
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_GRAV_EFFECTS
- See Also:
-
ADVANCED_AERO_RULES_ADVANCED_MOVEMENT
- See Also:
-
ADVANCED_AERO_RULES_HEAT_BY_BAY
- See Also:
-
ADVANCED_AERO_RULES_ATMOSPHERIC_CONTROL
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_AMMO_EXPLOSIONS
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_AA_FIRE
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_AAA_LASER
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_ADV_POINT_DEFENSE
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_BRACKET_FIRE
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_ECM
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_SENSOR_SHADOW
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_OVER_PENETRATE
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_SPACE_BOMB
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_BEARINGS_ONLY_LAUNCH
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_BEARINGS_ONLY_VELOCITY
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_WAYPOINT_LAUNCH
- See Also:
-
ADVANCED_AERO_RULES_STRATOPS_ADVANCED_SENSORS
- See Also:
-
ADVANCED_AERO_RULES_VARIABLE_DAMAGE_THRESH
- See Also:
-
ADVANCED_AERO_RULES_AT2_NUKES
- See Also:
-
ADVANCED_AERO_RULES_AERO_SANITY
- See Also:
-
ADVANCED_AERO_RULES_RETURN_FLYOVER
- See Also:
-
ADVANCED_AERO_RULES_CLIMB_OUT
- See Also:
-
ADVANCED_AERO_RULES_AA_MOVE_MOD
- See Also:
-
ADVANCED_AERO_RULES_ALLOW_LARGE_SQUADRONS
- See Also:
-
ADVANCED_AERO_RULES_SINGLE_NO_CAP
- See Also:
-
ADVANCED_AERO_RULES_AERO_ARTILLERY_MUNITIONS
- See Also:
-
ADVANCED_AERO_RULES_CRASHED_DROPSHIPS_SURVIVE
- See Also:
-
ADVANCED_AERO_RULES_EXPANDED_KF_DRIVE_DAMAGE
- See Also:
-
INIT_INF_MOVE_EVEN
- See Also:
-
INIT_INF_DEPLOY_EVEN
- See Also:
-
INIT_INF_MOVE_LATER
- See Also:
-
INIT_INF_MOVE_MULTI
- See Also:
-
INIT_PROTOMEKS_MOVE_EVEN
- See Also:
-
INIT_PROTOMEKS_MOVE_LATER
- See Also:
-
INIT_PROTOMEKS_MOVE_MULTI
- See Also:
-
INIT_INF_PROTO_MOVE_MULTI
- See Also:
-
INIT_SIMULTANEOUS_DEPLOYMENT
- See Also:
-
INIT_SIMULTANEOUS_MOVEMENT
- See Also:
-
INIT_SIMULTANEOUS_TARGETING
- See Also:
-
INIT_SIMULTANEOUS_FIRING
- See Also:
-
INIT_SIMULTANEOUS_PHYSICAL
- See Also:
-
INIT_FRONT_LOAD_INITIATIVE
- See Also:
-
INIT_INITIATIVE_STREAK_COMPENSATION
- See Also:
-
RPG_PILOT_ADVANTAGES
- See Also:
-
RPG_MANEI_DOMINI
Deprecated, for removal: This API element is subject to removal in a future version.The separate Manei Domini switch was folded intoADVANCED_NEURAL_INTERFACE_MODE: any setting other thanNEURAL_INTERFACE_MODE_OFFallows Manei Domini implants. Read it throughNeuralInterfaceMode.from(options).allowsImplants(). The option is no longer registered, sogetOption(RPG_MANEI_DOMINI)returnsnull; a saved value is migrated on load.- See Also:
-
RPG_INDIVIDUAL_INITIATIVE
- See Also:
-
RPG_COMMAND_INIT
- See Also:
-
RPG_RPG_GUNNERY
- See Also:
-
RPG_ARTILLERY_SKILL
- See Also:
-
RPG_TOUGHNESS
- See Also:
-
RPG_CONDITIONAL_EJECTION
- See Also:
-
RPG_COMBAT_SUITS
- See Also:
-
RPG_BEGIN_SHUTDOWN
- See Also:
-
SEARCHLIGHTS_ON
- See Also:
-
RULES_TW
- See Also:
-
RULES_SYSTEM
- See Also:
-
RULES_CORE
- See Also:
-
ADVANCED_NEURAL_INTERFACE_MODEinstead.