User:DonQuich

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Revision as of 15:07, 9 August 2012 by DonQuich (talk | contribs) (testing my bot)
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This page is a part of the Lua and UI Reference.


Plot:
AddFeatureDummyModel
(string dummyTag = nil, string modelTag = nil)
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Plot:
Area
()
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bool Plot:
At
(int x = nil, int y = nil)
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int Plot:
CalculateBestNatureYield
(YieldID yieldID = nil, TeamID eTeam = nil)
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int Plot:
CalculateImprovementYieldChange
(ImprovementID improvementID = nil, YieldID yieldID = nil, PlayerID ePlayer = nil, bool optimal = nil, RouteID assumeThisRouteID = nil)
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int Plot:
CalculateNatureYield
(YieldID yieldID = nil, TeamID eTeam = nil, bool ignoreFeature = nil)
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int Plot:
CalculateTotalBestNatureYield
(TeamID eTeam = nil)
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int Plot:
CalculateYield
(YieldID yieldID = nil, bool display = nil)
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bool Plot:
CanBuild
(BuildActionID buildID = nil, PlayerID ePlayer = nil, bool testVisible = nil)
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Plot:
CanHaveFeature
()
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bool Plot:
CanHaveImprovement
(ImprovementID improvementID = nil, TeamID eTeam = nil, bool potential = nil)
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bool Plot:
CanHaveResource
(ResourceID resourceID = nil, bool ignoreLatitude = nil)
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Plot:
CanSeePlot
()
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bool Plot:
ChangeBuildProgress
(BuildActionID buildID = nil, int change = nil, TeamID eTeam = nil)
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Plot:
ChangeExtraMovePathCost
(int change = nil)
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Plot:
ChangeImprovementDuration
(int change = nil)
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Plot:
ChangeInvisibleVisibilityCount
(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil, int change = nil)
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Plot:
ChangeNumResource
(int change = nil)
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Plot:
ChangeOwnershipDuration
(int change = nil)
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Plot:
ChangeUpgradeProgress
(int change = nil)
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Plot:
ChangeVisibilityCount
(TeamID eTeam = nil, int change = nil, InvisibilityScopeID seeInvisibleTypeID = nil, bool informExplorationTracking = nil, bool alwaysSeeInvisible = nil)
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int Plot:
CountNumAirUnits
(TeamID ePlayer = nil)
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int Plot:
DefenseModifier
(TeamID iDefendTeam = nil, bool ignoreBuilding = nil, bool help = nil)
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Plot:
Erase
()
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Plot:
GetActiveFogOfWarMode
(<unknown>)
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int Plot:
GetArea
()
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Plot:
GetBestDefender
(PlayerID eOwner = nil, PlayerID eAttackingPlayer = nil, Unit attacker = nil, bool testAtWar = nil, bool testPotentialEnemy = nil, bool testCanMove = nil)
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int Plot:
GetBuildProgress
(BuildActionID buildID = nil)
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int Plot:
GetBuildTime
(BuildActionID buildID = nil)
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int Plot:
GetBuildTurnsLeft
(BuildActionID buildID = nil, int nowExtra = nil, int thenExtra = nil)
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int Plot:
GetBuildTurnsTotal
(BuildActionID buildID = nil)
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int Plot:
GetCityRadiusCount
()
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Plot:
GetContinentArtType
()
Determines continent for plot type.
int Plot:
GetExtraMovePathCost
()
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int Plot:
GetFeatureProduction
(BuildActionID buildID = nil, TeamID eTeam = nil, City city = nil)
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Plot:
GetFeatureType
()
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int Plot:
GetFeatureVariety
()
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int Plot:
GetFoundValue
(PlayerID eIndex = nil)
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int Plot:
GetImprovementDuration
()
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ImprovementID Plot:
GetImprovementType
()
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Plot Plot:
GetInlandCorner
()
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int Plot:
GetInvisibleVisibilityCount
(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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int Plot:
GetLatitude
()
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int Plot:
GetNearestLandArea
()
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Plot:
GetNearestLandPlot
()
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ResourceID Plot:
GetNonObsoleteResourceType
(TeamID eTeam = nil)
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int Plot:
GetNumDefenders
(PlayerID ePlayer = nil)
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int Plot:
GetNumFriendlyUnitsOfType
(Unit unit = nil)
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int Plot:
GetNumResource
()
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int Plot:
GetNumUnits
()
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int Plot:
GetNumVisibleEnemyDefenders
(Unit unit = nil)
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int Plot:
GetNumVisiblePotentialEnemyDefenders
(Unit unit = nil)
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PlayerID Plot:
GetOwner
()
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int Plot:
GetOwnershipDuration
()
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int Plot:
GetPlayerCityRadiusCount
(PlayerID eIndex = nil)
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Plot:
GetPlotCity
()
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Plot:
GetPlotType
()
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int Plot:
GetReconCount
()
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ResourceID Plot:
GetResourceType
(TeamID eTeam = nil)
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ImprovementID Plot:
GetRevealedImprovementType
(TeamID eTeam = nil, bool debug = nil)
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PlayerID Plot:
GetRevealedOwner
(TeamID eTeam = nil, bool debug = nil)
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RouteID Plot:
GetRevealedRouteType
(TeamID eTeam = nil, bool debug = nil)
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TeamID Plot:
GetRevealedTeam
(TeamID eTeam = nil, bool debug = nil)
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int Plot:
GetRiverCrossingCount
()
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FlowDirectionID Plot:
GetRiverEFlowDirection
()
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FlowDirectionID Plot:
GetRiverSEFlowDirection
()
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FlowDirectionID Plot:
GetRiverSWFlowDirection
()
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RouteID Plot:
GetRouteType
()
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string Plot:
GetScriptData
()
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Plot:
GetSelectedUnit
()
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int Plot:
GetTeam
()
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Plot:
GetTerrainType
()
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Plot:
GetUnit
(int index = nil)
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int Plot:
GetUnitPower
(PlayerID eOwner = nil)
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int Plot:
GetUpgradeProgress
()
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int Plot:
GetUpgradeTimeLeft
(ImprovementID improvementID = nil, PlayerID ePlayer = nil)
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int Plot:
GetVisibilityCount
(TeamID eTeam = nil)
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Plot:
GetWorkingCity
()
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Plot:
GetWorkingCityOverride
()
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int Plot:
GetX
()
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int Plot:
GetY
()
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int Plot:
GetYield
(YieldID yieldID = nil)
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bool Plot:
GetYieldWithBuild
()
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Plot:
HasBarbarianCamp
()
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bool Plot:
HasYield
()
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bool Plot:
IsActiveVisible
(bool debug = nil)
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bool Plot:
IsAdjacentNonrevealed
(TeamID eTeam = nil)
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bool Plot:
IsAdjacentNonvisible
(TeamID eTeam = nil)
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bool Plot:
IsAdjacentOwned
()
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bool Plot:
IsAdjacentPlayer
(PlayerID ePlayer = nil, bool landOnly = nil)
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bool Plot:
IsAdjacentRevealed
(TeamID eTeam = nil)
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bool Plot:
IsAdjacentTeam
(TeamID eTeam = nil, bool landOnly = nil)
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bool Plot:
IsAdjacentToArea
(Area area = nil)
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bool Plot:
IsAdjacentToLand
()
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bool Plot:
IsAdjacentToShallowWater
()
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bool Plot:
IsAdjacentVisible
(TeamID eTeam = nil, bool debug = nil)
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bool Plot:
IsBarbarian
()
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bool Plot:
IsBeingWorked
()
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bool Plot:
IsBestAdjacentFound
(PlayerID eIndex = nil)
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Plot:
IsBuildRemovesFeature
()
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bool Plot:
IsCity
()
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int Plot:
IsCityRadius
()
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bool Plot:
IsCoastalLand
()
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bool Plot:
IsEnemyCity
(Unit unit = nil)
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bool Plot:
IsFighting
()
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bool Plot:
IsFlatlands
()
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bool Plot:
IsFreshWater
()
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bool Plot:
IsFriendlyCity
(Unit unit = nil, bool checkImprovement = nil)
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bool Plot:
IsFriendlyTerritory
(PlayerID ePlayer = nil)
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bool Plot:
IsGoody
()
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bool Plot:
IsHills
()
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bool Plot:
IsImpassable
()
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bool Plot:
IsImprovementPillaged
()
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bool Plot:
IsInvisibleVisible
(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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bool Plot:
IsLake
()
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bool Plot:
IsMountain
()
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bool Plot:
IsNEOfRiver
()
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bool Plot:
IsNone
()
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bool Plot:
IsNWOfRiver
()
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bool Plot:
IsOpenGround
()
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bool Plot:
IsOwned
()
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bool Plot:
IsOwnershipScore
()
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bool Plot:
IsPlayerCityRadius
(PlayerID eIndex = nil)
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bool Plot:
IsPotentialCityWork
()
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bool Plot:
IsPotentialCityWorkForArea
(Area area = nil)
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Plot:
IsResourceConnectedByImprovement
()
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bool Plot:
IsRevealed
(TeamID eTeam = nil, bool debug = nil)
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bool Plot:
IsRevealedBarbarian
()
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bool Plot:
IsRevealedGoody
(TeamID eTeam = nil)
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Plot:
IsRiver
()
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bool Plot:
IsRiverConnection
(DirectionID directionID = nil)
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bool Plot:
IsRiverCrossing
(DirectionID directionID = nil)
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Plot:
IsRiverCrossingFlowClockwise
()
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bool Plot:
IsRiverCrossingToPlot
(DirectionID directionID = nil)
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bool Plot:
IsRiverSide
()
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bool Plot:
IsRoughGround
()
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bool Plot:
IsRoute
()
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Plot:
IsRoutePillaged
()
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bool Plot:
IsStartingPlot
()
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Plot:
IsTradeRoute
()
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bool Plot:
IsUnit
()
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bool Plot:
IsValidDomainForAction
(Unit unit = nil)
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bool Plot:
IsValidDomainForLocation
(Unit unit = nil)
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bool Plot:
IsVisible
(TeamID eTeam = nil, bool debug = nil)
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bool Plot:
IsVisibleEnemyDefender
(Unit unit = nil)
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bool Plot:
IsVisibleEnemyUnit
(PlayerID ePlayer = nil)
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bool Plot:
IsVisibleOtherUnit
(PlayerID ePlayer = nil)
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bool Plot:
IsVisibleToWatchingHuman
()
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Plot:
IsWater
()
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bool Plot:
IsWithinTeamCityRadius
(TeamID eTeam = nil, PlayerID eIgnorePlayer = nil)
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bool Plot:
IsWOfRiver
()
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int Plot:
MovementCost
(Unit unit = nil, Plot fromPlot = nil)
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Plot:
NukeExplosion
(int range = nil, Unit nukeUnit = nil)
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string Plot:
PickFeatureDummyTag
(int mouseX = nil, int mouseY = nil)
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Plot:
RemoveGoody
()
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Plot:
ResetFeatureModel
()
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int Plot:
SeeFromLevel
(TeamID eTeam = nil)
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int Plot:
SeeThroughLevel
()
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int Plot:
SetArea
()
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Plot:
SetContinentArtType
()
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Plot:
SetFeatureDummyTexture
(string dummyTag = nil, string textureTag = nil)
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Plot:
SetFeatureDummyVisibility
(string dummyTag = nil, bool show = nil)
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Plot:
SetFeatureType
()
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Plot:
SetImprovementDuration
(int newValue = nil)
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Plot:
SetImprovementPillaged
(bool b = nil)
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Plot:
SetImprovementType
(ImprovementID newValueID = nil)
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Plot:
SetNEOfRiver
(bool newValue = nil, FlowDirectionID riverDirID = nil)
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Plot:
SetNumResource
(int num = nil)
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Plot:
SetNWOfRiver
(bool newValue = nil, FlowDirectionID riverDirID = nil)
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Plot:
SetOwner
(PlayerID eNewValue = nil, int acquiringCityID = nil, bool checkUnits = nil, bool updateResources = nil)
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Plot:
SetOwnershipDuration
(int newValue = nil)
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Plot:
SetPlotType
(PlotTypeID newValueID = nil, bool recalculate = nil, bool rebuildGraphics = nil)
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Plot:
SetResourceType
(ResourceID newValueID = nil, int numResource = nil)
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Plot:
SetRevealed
(TeamID eTeam = nil, bool newValue = nil, bool terrainOnly = nil, TeamID eFromTeam = nil)
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Plot:
SetRouteType
(RouteID newValueID = nil)
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Plot:
SetScriptData
(string szNewValue = nil)
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Plot:
SetStartingPlot
(bool newValue = nil)
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Plot:
SetTerrainType
(TerrainID type)
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Plot:
SetUpgradeProgress
(int newValue = nil)
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Plot:
SetWOfRiver
(bool newValue = nil, FlowDirectionID riverDirID = nil)
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bool Plot:
ShareAdjacentArea
(Plot plot = nil)
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Plot:
UpdateFog
()
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Plot:
UpdateVisibility
()
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Plot:
WaterArea
()
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