Lua Game Objects/City: Difference between revisions

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==Methods==
==Ownership==
*[[IsHasBuilding|IsHasBuilding ( buildingID )]] - returns true if a subject city has a building with a specified ID  
*[[GetOriginalOwner]]
*[[GetOwner]]
*[[GetPreviousOwner]]
*[[GetTeam]]
*[[IsEverOwned]]
*[[IsNeverLost]]
*[[SetNeverLost]]
 
==State==
*[[IsOccupied]]
*[[IsPuppet]]
*[[SetOccupied]]
*[[SetPuppet]]
===Razing===
*[[ChangeRazingTurns]]
*[[GetRazingTurns]]
*[[IsRazing]]
===Resistance===
*[[ChangeResistanceTurns]]
*[[GetResistanceTurns]]
*[[IsResistance]]
===We Love The King Day===
*[[GetWeLoveTheKingDayCounter]]
*[[ChangeWeLoveTheKingDayCounter]]
*[[SetWeLoveTheKingDayCounter]]
 
==Misc==
===Get===
*[[GetArtStyleType]]
*[[GetCivilizationType]]
*[[GetFocusType]]
*[[GetGameTurnAcquired]]
*[[GetGameTurnFounded]]
*[[GetGameTurnLastExpanded]]
*[[GetID]]
*[[GetName]]
*[[GetNameKey]]
*[[GetPersonalityType]]
*[[IsBarbarian]]
*[[IsBlockaded]]
*[[IsCapital]]
*[[IsCoastal]]
*[[IsHuman]]
*[[IsNoOccupiedUnhappiness]]
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)
===Set===
*[[Kill]]
*[[SetFocusType]]
*[[SetName]]
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)
*[[SetScriptData]]
 
==Population==
===Get===
*[[FindPopulationRank]]
*[[GetHighestPopulation]]
*[[GetPopulation]]()
*[[GetRealPopulation]]
*[[GetYieldPerPopTimes100]]
===Set===
*[[ChangePopulation]]
*[[SetHighestPopulation]]
*[[SetPopulation]](int iNewValue, bool flag)
 
==Buildings==
===Wonders/Projects===
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)
*[[CreateApolloProgram]]
*[[GetNumNationalWonders]]
*[[GetNumTeamWonders]]
*[[GetNumWorldWonders]]
*[[IsNationalWondersMaxed]]
*[[IsTeamWondersMaxed]]
*[[IsWorldWondersMaxed]]
===Get===
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)
*[[CanConstructTooltip]]
*[[GetBuildingDefense]]
*[[GetBuildingOriginalOwner]]
*[[GetBuildingOriginalTime]]
*[[GetBuildingProduction]]
*[[GetBuildingProductionNeeded]]
*[[GetBuildingProductionTime]]
*[[GetBuildingProductionTurnsLeft]]
*[[GetNumActiveBuilding]]
*[[GetNumBuilding]]
*[[GetNumBuildings]]
*[[GetNumFreeBuilding]]
*[[GetNumRealBuilding]]
*[[GetNumSpecialistsAllowedByBuilding]]
*[[GetNumSpecialistsInBuilding]]
*[[GetProductionBuilding]]
*[[GetSellBuildingRefund]]
*[[GetTotalBaseBuildingMaintenance]]
*[[IsBuildingLocalResourceValid]]
*[[IsBuildingSellable]]
*[[IsBuildingsMaxed]]
*[[IsCanAddSpecialistToBuilding]]
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID  
*[[IsProductionBuilding]]
===Set===
*[[ChangeBuildingProduction]]
*[[ChangeBuildingProductionTime]]
*[[SetBuildingProduction]]
*[[SetBuildingProductionTime]]
*[[SetNumRealBuilding]]
 
==Yields==
===Get===
*[[FindBaseYieldRateRank]]
*[[FindYieldRateRank]]
*[[GetBaseYieldRate]]
*[[GetBaseYieldRateFromBuildings]]
*[[GetBaseYieldRateFromMisc]]
*[[GetBaseYieldRateFromSpecialists]]
*[[GetBaseYieldRateFromTerrain]]
*[[GetBaseYieldRateModifier]]
*[[GetBuildingYieldChange]]
*[[GetExtraSpecialistYield]]
*[[GetExtraSpecialistYieldOfType]]
*[[GetLakePlotYield]]
*[[GetResourceYieldRateModifier]]
*[[GetRiverPlotYield]]
*[[GetSeaPlotYield]]
*[[GetSpecialistYield]]
*[[GetYieldModifierTooltip]]
*[[GetYieldPerPopTimes100]]
*[[GetYieldRate]]
*[[GetYieldRateModifier]]
*[[GetYieldRateTimes100]]
===Set===
*[[ChangeBaseYieldRateFromBuildings]]
*[[ChangeBaseYieldRateFromMisc]]
*[[ChangeBaseYieldRateFromSpecialists]]
*[[ChangeBaseYieldRateFromTerrain]]
*[[SetBuildingYieldChange]]
 
==Food==
===Growth===
*[[GrowthThreshold]]
*[[IsForcedAvoidGrowth]]
===Get===
*[[FoodConsumption]]
*[[FoodDifference]]
*[[FoodDifferenceTimes100]]
*[[GetFood]]
*[[GetFoodKept]]
*[[GetFoodTimes100]]
*[[GetFoodTurnsLeft]]
*[[GetMaxFoodKeptPercent]]
*[[IsFoodProduction]]
*[[IsUnitFoodProduction]]
===Set===
*[[ChangeFood]]
*[[SetFood]]
 
==Production==
*[[CanMaintain]](int iProcess, boolean bContinue)
===Modifiers===
*[[ChangeWonderProductionModifier]]
*[[GetBuildingProductionModifier]]
*[[GetDomainProductionModifier]]
*[[GetMilitaryProductionModifier]]
*[[GetProductionModifier]]
*[[GetProjectProductionModifier]]
*[[GetSpaceProductionModifier]]
*[[GetUnitProductionModifier]]
*[[GetWonderProductionModifier]]
===Production Queue===
*[[GetFirstBuildingOrder]]
*[[GetFirstProjectOrder]]
*[[GetFirstSpecialistOrder]]
*[[GetFirstUnitOrder]]
*[[GetOrderFromQueue]]
*[[GetOrderQueueLength]]
*[[ClearOrderQueue]]
*[[PopOrder]]
*[[PushOrder]]
==Get==
*[[CanContinueProduction]]
*[[GetBuildingProduction]]
*[[GetBuildingProductionModifier]]
*[[GetBuildingProductionNeeded]]
*[[GetBuildingProductionTime]]
*[[GetBuildingProductionTurnsLeft]]
*[[GetCurrentProductionDifference]]
*[[GetCurrentProductionDifferenceTimes100]]
*[[GetDomainProductionModifier]]
*[[GetExtraProductionDifference]]
*[[GetFeatureProduction]]
*[[GetGeneralProductionTurnsLeft]]
*[[GetLocalResourceWonderProductionMod]]
*[[GetMilitaryProductionModifier]]
*[[GetOverflowProduction]]
*[[GetProduction]]
*[[GetProductionBuilding]]
*[[GetProductionExperience]]
*[[GetProductionModifier]]
*[[GetProductionNameKey]]
*[[GetProductionNeeded]]
*[[GetProductionProcess]]
*[[GetProductionProject]]
*[[GetProductionSpecialist]]
*[[GetProductionTimes100]]
*[[GetProductionTurnsLeft]]
*[[GetProductionUnit]]
*[[GetProductionUnitAI]]
*[[GetProjectProductionModifier]]
*[[GetProjectProductionNeeded]]
*[[GetProjectProductionTurnsLeft]]
*[[GetSpaceProductionModifier]]
*[[GetSpecialistProductionModifier]]
*[[GetSpecialistProductionTurnsLeft]]
*[[GetUnitProduction]]
*[[GetUnitProductionModifier]]
*[[GetUnitProductionNeeded]]
*[[GetUnitProductionTurnsLeft]]
*[[GetWonderProductionModifier]]
*[[IsFoodProduction]]
*[[IsProduction]]
*[[IsProductionAutomated]]
*[[IsProductionBuilding]]
*[[IsProductionLimited]]
*[[IsProductionProcess]]
*[[IsProductionProject]]
*[[IsProductionSpecialist]]
*[[IsProductionUnit]]
*[[IsUnitFoodProduction]]
*[[ProductionLeft]]
==Set==
*[[AddProductionExperience]]
*[[ChangeBuildingProduction]]
*[[ChangeBuildingProductionTime]]
*[[ChangeProduction]]
*[[ChangeUnitProduction]]
*[[ChangeWonderProductionModifier]]
*[[ChooseProduction]]
*[[SetBuildingProduction]]
*[[SetBuildingProductionTime]]
*[[SetFeatureProduction]]
*[[SetOverflowProduction]]
*[[SetProduction]]
*[[SetProductionAutomated]]
*[[SetUnitProduction]]
 
==Purchase==
*[[GetBuildingPurchaseCost]]
*[[GetPurchaseBuildingTooltip]]
*[[GetPurchaseUnitTooltip]]
*[[GetProjectPurchaseCost]]
*[[GetUnitPurchaseCost]]
*[[IsCanPurchase]]
 
==Hurry==
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)
*[[Hurry]]
*[[HurryCost]]
*[[HurryGold]]
*[[HurryPopulation]]
*[[HurryProduction]]
*[[MaxHurryPopulation]]
 
==Culture==
===Get===
*[[GetBaseJONSCulturePerTurn]]
*[[GetCultureFromSpecialist]]
*[[GetCultureRateModifier]]
*[[GetCultureUpdateTimer]]
*[[GetJONSCultureLevel]]
*[[GetJONSCulturePerTurn]]
*[[GetJONSCulturePerTurnFromBuildings]]
*[[GetJONSCulturePerTurnFromPolicies]]
*[[GetJONSCulturePerTurnFromSpecialists]]
*[[GetJONSCulturePerTurnFromTerrain]]
*[[GetJONSCulturePerTurnFromTraits]]
*[[GetJONSCultureStored]]
*[[GetJONSCultureThreshold]]
===Set===
*[[ChangeCultureRateModifier]]
*[[ChangeCultureUpdateTimer]]
*[[ChangeJONSCultureLevel]]
*[[ChangeJONSCulturePerTurnFromBuildings]]
*[[ChangeJONSCulturePerTurnFromPolicies]]
*[[ChangeJONSCulturePerTurnFromSpecialists]]
*[[ChangeJONSCulturePerTurnFromTerrain]]
*[[ChangeJONSCultureStored]]
*[[DoJONSCultureLevelIncrease]]
*[[SetJONSCultureLevel]]
*[[SetJONSCultureStored]]
 
==Plots==
===Unknown===
*[[GetCityIndexPlot]](int iIndex)
===Location===
*[[Area]]
*[[At]](int iX, int iY)
*[[AtPlot]](pPlot) - returns boolean.
*[[GetCityPlotIndex]]
*[[GetX]]
*[[GetY]]
*[[IsCoastal]]
*[[Plot]]
*[[WaterArea]]
===Get===
*[[CanBuyAnyPlot]]
*[[CanBuyPlot]]
*[[CanBuyPlotAt]]
*[[CanWork]](pPlot)
*[[CountNumImprovedPlots]]
*[[CountNumRiverPlots]]
*[[CountNumWaterPlots]]
*[[GetBuyPlotCost]]
*[[GetLakePlotYield]]
*[[GetNextBuyablePlot]]
*[[GetNumCityPlots]]
*[[GetNumForcedWorkingPlots]]
*[[GetRallyPlot]]
*[[GetRiverPlotYield]]
*[[GetSeaPlotYield]]
*[[IsForcedWorkingPlot]]
*[[IsPlotBlockaded]]
*[[IsWorkingPlot]]
===Set===
*[[AlterWorkingPlot]]
*[[DoReallocateCitizens]]()
*[[DoVerifyWorkingPlots]]
 
==Resources==
*[[DoPickResourceDemanded]]
*[[GetResourceDemanded]]
*[[IsHasResourceLocal]]
*[[SetResourceDemanded]]
 
==Specialists==
*[[CanPrepare]](int iSpecialist, boolean bContinue)
===Get===
*[[GetBaseYieldRateFromSpecialists]]
*[[GetCultureFromSpecialist]]
*[[GetExtraSpecialistYield]]
*[[GetExtraSpecialistYieldOfType]]
*[[GetJONSCulturePerTurnFromSpecialists]]
*[[GetNumSpecialistsAllowedByBuilding]]
*[[GetNumSpecialistsInBuilding]]
*[[GetProductionSpecialist]]
*[[GetSpecialistCount]]
*[[GetSpecialistFreeExperience]]
*[[GetSpecialistGreatPersonProgress]]
*[[GetSpecialistGreatPersonProgressTimes100]]
*[[GetSpecialistProductionModifier]]
*[[GetSpecialistProductionTurnsLeft]]
*[[GetSpecialistUpgradeThreshold]]
*[[GetSpecialistYield]]
===Set===
*[[ChangeBaseYieldRateFromSpecialists]]
*[[ChangeJONSCulturePerTurnFromSpecialists]]
*[[ChangeSpecialistGreatPersonProgressTimes100]]
*[[IsCanAddSpecialistToBuilding]]
*[[IsNoAutoAssignSpecialists]]
*[[IsProductionSpecialist]]
 
==Great People==
===Get===
*[[GetBaseGreatPeopleRate]]
*[[GetGreatPeopleProgress]]
*[[GetGreatPeopleRate]]
*[[GetGreatPeopleRateModifier]]
*[[GetGreatPeopleUnitProgress]]
*[[GetGreatPeopleUnitRate]]
*[[GetNumGreatPeople]]
*[[GetSpecialistGreatPersonProgress]]
*[[GetSpecialistGreatPersonProgressTimes100]]
*[[GetTotalGreatPeopleRateModifier]]
===Set===
*[[ChangeBaseGreatPeopleRate]]
*[[ChangeGreatPeopleProgress]]
*[[ChangeGreatPeopleUnitProgress]]
*[[ChangeSpecialistGreatPersonProgressTimes100]]
*[[CreateGreatGeneral]]
*[[SetGreatPeopleUnitProgress]]
 
==Units==
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)
*[[CanTrainTooltip]]
===Get===
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)
*[[GetGarrisonedUnit]]
*[[GetNumTrainUnitAI]]
*[[GetProductionUnit]]
*[[GetProductionUnitAI]]
*[[GetUnitProduction]]
*[[GetUnitProductionModifier]]
*[[GetUnitProductionNeeded]]
*[[GetUnitProductionTurnsLeft]]
*[[GetRallyPlot]]
*[[IsProductionUnit]]
*[[IsUnitFoodProduction]]
===Set===
*[[ChangeUnitProduction]]
*[[SetUnitProduction]]
===Experience===
*[[GetDomainFreeExperience]]
*[[GetFreeExperience]]
*[[GetFreePromotionCount]]
*[[GetSpecialistFreeExperience]]
*[[GetUnitCombatFreeExperience]]
*[[IsFreePromotion]]
 
==Combat==
*[[GetAirModifier]]
*[[GetNukeModifier]]
*[[GetStrengthValue]]
*[[UpdateStrengthValue]]
===Ranged Strike===
*[[CanRangeStrike]]
*[[CanRangeStrikeAt]](int x, int y)
*[[CanRangeStrikeNow]]
*[[HasPerformedRangedStrikeThisTurn]]
===Hit Points===
*[[ChangeDamage]]
*[[ChangeHealRate]]
*[[GetDamage]]
*[[SetDamage]]
 
==Air Lift==
*[[GetCurrAirlift]]
*[[GetMaxAirlift]]
*[[IsAirliftTargeted]]
*[[SetAirliftTargeted]]
 
===Conscription===
*[[CanConscript]]
*[[Conscript]]
*[[ConscriptMinCityPopulation]]
*[[GetConscriptPopulation]]
*[[GetConscriptUnit]]
*[[IsDrafted]]
*[[SetDrafted]]
 
==Unsorted==
*[[CanJoin]]
*[[ClearWorkingOverride]](int iIndex)
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)
*[[GetCitySizeType]]
*[[GetHandicapType]]
*[[IsNone]]
*[[SetCitySizeBoost]](int iBoost)





Revision as of 07:48, 16 February 2012

Up: Lua Game Objects


Ownership

State

Razing

Resistance

We Love The King Day

Misc

Get

Set

Population

Get

Set

Buildings

Wonders/Projects

Get

Set

Yields

Get

Set

Food

Growth

Get

Set

Production

Modifiers

Production Queue

Get

Set

Purchase

Hurry

Culture

Get

Set

Plots

Unknown

Location

Get

Set

Resources

Specialists

Get

Set

Great People

Get

Set

Units

  • CanTrain(int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)
  • CanTrainTooltip

Get

Set

Experience

Combat

Ranged Strike

Hit Points

Air Lift

Conscription

Unsorted


Related Events

See Lua Game Events (City)