Plot.GetY (Civ5 API): Difference between revisions
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Latest revision as of 10:21, 20 September 2012
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Plot. This is an instance method, invoke it with a colon. |
Usage
int Plot:GetY()
Returned Value
- No description available.
Source code samples
Too many occurences. Only 50 out of 350 are listed.
Amazon_XP.lua (G&K)
DLC/Expansion/Maps/Amazon_XP.lua
0478
|
local adjacentPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_SOUTHWEST); |
0544
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local adjacentPlot = Map.PlotDirection(plot:GetX(), plot:GetY(), direction); |
0591
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local adjacentPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_SOUTHEAST); |
0602
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riverPlot = Map.PlotDirection(startPlot:GetX(), startPlot:GetY(), DirectionTypes.DIRECTION_EAST); |
0655
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riverPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_WEST); |
0844
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local current_y = plot:GetY() |
0845
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if current_x < 1 or current_x >= iW - 2 or current_y < 2 or current_y >= iH - 1 then |
0856
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local start_y = inlandCorner:GetY() |
0857
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if start_x + start_y <= iH * 0.36 then -- Ocean side of Andes |
Boreal.lua (G&K)
DLC/Expansion/Maps/Boreal.lua
0227
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local y = plot:GetY() |
0228
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local random_factor = Map.Rand(3, "River direction random factor - Boreal LUA"); |
CityStateDiploPopup.lua
UI/InGame/Popups/CityStateDiploPopup.lua
0306
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local plotY = pTargetPlot:GetY(); |
CityStateDiploPopup.lua (G&K)
DLC/Expansion/UI/InGame/Popups/CityStateDiploPopup.lua
0614
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local hex = ToHexFromGrid(Vector2(pPlot:GetX(), pPlot:GetY())); |
CityView.lua
UI/InGame/CityView/CityView.lua
1824
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Events.SerialEventHexHighlight( ToHexFromGrid( Vector2( plot:GetX(), plot:GetY() ) ), false, Vector4( 0.0, 1.0, 0.0, 1 ) ); |
1838
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if (pCity:CanBuyPlotAt(plot:GetX(), plot:GetY(), false)) then |
1841
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local iPlotCost = pCity:GetBuyPlotCost( plot:GetX(), plot:GetY() ); |
1848
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elseif (pCity:CanBuyPlotAt(plot:GetX(), plot:GetY(), true)) then |
EnemyUnitPanel.lua
UI/InGame/WorldView/EnemyUnitPanel.lua
0611
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local pFireSupportUnit = pMyUnit:GetFireSupportUnit(pTheirUnit:GetOwner(), pToPlot:GetX(), pToPlot:GetY()); |
Great_Plains.lua
Maps/Great_Plains.lua
0561
|
local y = plot:GetY() |
0562
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local center = math.floor((iW - 1) * (0.84 + (((iH - y) / iH) * 0.08))); |
InGame.lua
UI/InGame/InGame.lua
0459
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local evalPlotY = evalPlot:GetY(); |
0489
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local hexID = ToHexFromGrid( Vector2( adjacentPlot:GetX(), adjacentPlot:GetY() ) ); |
InGame.lua (G&K)
DLC/Expansion/UI/InGame/InGame.lua
0272
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local iPlotY = pPlot:GetY(); |
InlandSea.lua
Maps/InlandSea.lua
0168
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local y = plot:GetY() |
0169
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local random_factor = Map.Rand(3, "River direction random factor - Inland Sea LUA"); |
MapmakerUtilities.lua
Gameplay/Lua/MapmakerUtilities.lua
0382
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local adjY = NEPlot:GetY(); |
0392
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local adjY = EPlot:GetY(); |
0401
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local adjY = SEPlot:GetY(); |
0410
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local adjY = SWPlot:GetY(); |
NaturalWondersCustomMethods.lua (G&K)
DLC/Expansion/Gameplay/Lua/NaturalWondersCustomMethods.lua
0040
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local southeastY = SEPlot:GetY(); |
PlotHelpText.lua
UI/InGame/WorldView/PlotHelpText.lua
0060
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TextString = TextString .. tostring(plot:GetY()); |
PlotMouseoverInclude.lua (G&K)
DLC/Expansion/UI/InGame/PlotMouseoverInclude.lua
0018
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if (iQuestData1 == plot:GetX() and iQuestData2 == plot:GetY()) then |
Skirmish.lua
Maps/Skirmish.lua
0354
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local y = plot:GetY() |
0355
|
local random_factor = Map.Rand(3, "River direction random factor - Skirmish LUA"); |
TurnsRemaining.lua - DLC_02 DLC
DLC/DLC_02/Scenarios/NewWorldScenario/TurnsRemaining.lua
0338
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unit = pLoopPlayer:InitUnit (iUnitID, pLoopPlayer:GetStartingPlot():GetX(), pLoopPlayer:GetStartingPlot():GetY()); |
0401
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local adjacentPlot = Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction); |
0413
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pPlayer:InitUnit (iUnitID, adjacentPlot:GetX(), adjacentPlot:GetY()); |
TurnsRemaining.lua - DLC_04 DLC
DLC/DLC_04/Scenarios/1066Scenario/TurnsRemaining.lua
0244
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if (playerStartPlot:GetX() == 43 and playerStartPlot:GetY() == 17) then |
0286
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if (playerStartPlot:GetX() == 60 and playerStartPlot:GetY() == 76) then |
0353
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if (playerStartPlot:GetX() == 59 and playerStartPlot:GetY() == 39) then |
0518
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unit = player:InitUnit (iUnitID, playerStartPlot:GetX(), playerStartPlot:GetY(), UNITAI_RANGED, DirectionTypes.DIRECTION_WEST); |
TurnsRemaining.lua (G&K)
DLC/Expansion/Scenarios/MedievalScenario/TurnsRemaining.lua
0818
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SetPersistentProperty("JerusalemY", pJerusalemPlot:GetY()); |
1036
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print ("Team: ", iTeam, "; Revealing x: ", pPlot:GetX(), ", y: ", pPlot:GetY()); |
1042
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local adjPlot = Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction); |
1070
|
local capital = pPlayer:InitCity(startPlot:GetX(), startPlot:GetY()); |
1125
|
local cityState = pPlayer:InitCity(startPlot:GetX(), startPlot:GetY()); |
1147
|
SetZurichLocation(startPlot:GetX(), startPlot:GetY()); |
1150
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SetGenevaLocation(startPlot:GetX(), startPlot:GetY()); |
1153
|
SetVaticanLocation(startPlot:GetX(), startPlot:GetY()); |
1239
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local capital = pPlayer:InitCity(start_plot:GetX(), start_plot:GetY()); |
TurnsRemaining.lua (G&K)
DLC/Expansion/Scenarios/FallOfRomeScenario/TurnsRemaining.lua
0101
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local iPlotY = playerStartPlot:GetY(); |
TurnsRemaining.lua (G&K)
DLC/Expansion/Scenarios/SteampunkScenario/TurnsRemaining.lua
0850
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local pUnit = pPlayer:InitUnit(eUnitType, pPlot:GetX(), pPlot:GetY()); |
TutorialChecks.lua
Tutorial/TutorialChecks.lua
1560
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if (Map.PlotDistance(pFirstUnitPlot:GetX(), pFirstUnitPlot:GetY(), pSecondUnitPlot:GetX(), pSecondUnitPlot:GetY()) <= iMovesLeft ) then |
UnitFlagManager.lua
UI/InGame/UnitFlagManager.lua
1039
|
g_CityFlags[ pPlot:GetX() .. " " .. pPlot:GetY() ] = cityFlagInstance; |
WorldBuilderRandomItems.lua
Gameplay/Lua/WorldBuilderRandomItems.lua
0180
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local otherPlot = Map.PlotXYWithRangeCheck(plot:GetX(), plot:GetY(), dx, dy, groupRange); |
WorldView.lua
UI/InGame/WorldView/WorldView.lua
0162
|
local unit = player:InitUnit(g_UnitPlopper.UnitType, plot:GetX(), plot:GetY()); |
The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.