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