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: (string dummyTag = nil, string modelTag = nil)
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Plot:()
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bool Plot:(int x = nil, int y = nil)
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int Plot:(YieldID yieldID = nil, TeamID eTeam = nil)
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int Plot:(ImprovementID improvementID = nil, YieldID yieldID = nil, PlayerID ePlayer = nil, bool optimal = nil, RouteID assumeThisRouteID = nil)
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int Plot:(YieldID yieldID = nil, TeamID eTeam = nil, bool ignoreFeature = nil)
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int Plot:(TeamID eTeam = nil)
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int Plot:(YieldID yieldID = nil, bool display = nil)
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bool Plot:(BuildActionID buildID = nil, PlayerID ePlayer = nil, bool testVisible = nil)
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Plot:()
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bool Plot:(ImprovementID improvementID = nil, TeamID eTeam = nil, bool potential = nil)
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bool Plot:(ResourceID resourceID = nil, bool ignoreLatitude = nil)
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Plot:()
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bool Plot:(BuildActionID buildID = nil, int change = nil, TeamID eTeam = nil)
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Plot:(int change = nil)
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Plot:(int change = nil)
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Plot:(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil, int change = nil)
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Plot:(int change = nil)
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Plot:(int change = nil)
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Plot:(int change = nil)
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Plot:(TeamID eTeam = nil, int change = nil, InvisibilityScopeID seeInvisibleTypeID = nil, bool informExplorationTracking = nil, bool alwaysSeeInvisible = nil)
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int Plot:(TeamID ePlayer = nil)
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int Plot:(TeamID iDefendTeam = nil, bool ignoreBuilding = nil, bool help = nil)
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Plot:()
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Plot:(<unknown>)
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int Plot:()
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Plot:(PlayerID eOwner = nil, PlayerID eAttackingPlayer = nil, Unit attacker = nil, bool testAtWar = nil, bool testPotentialEnemy = nil, bool testCanMove = nil)
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int Plot:(BuildActionID buildID = nil)
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int Plot:(BuildActionID buildID = nil)
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int Plot:(BuildActionID buildID = nil, int nowExtra = nil, int thenExtra = nil)
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int Plot:(BuildActionID buildID = nil)
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int Plot:()
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Plot:()
Determines continent for plot type.
int Plot:()
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int Plot:(BuildActionID buildID = nil, TeamID eTeam = nil, City city = nil)
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Plot:()
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int Plot:()
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int Plot:(PlayerID eIndex = nil)
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int Plot:()
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ImprovementID Plot:()
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Plot Plot:()
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int Plot:(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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int Plot:()
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int Plot:()
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Plot:()
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ResourceID Plot:(TeamID eTeam = nil)
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int Plot:(PlayerID ePlayer = nil)
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int Plot:(Unit unit = nil)
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int Plot:()
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int Plot:()
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int Plot:(Unit unit = nil)
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int Plot:(Unit unit = nil)
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PlayerID Plot:()
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int Plot:()
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int Plot:(PlayerID eIndex = nil)
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Plot:()
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Plot:()
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int Plot:()
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ResourceID Plot:(TeamID eTeam = nil)
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ImprovementID Plot:(TeamID eTeam = nil, bool debug = nil)
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PlayerID Plot:(TeamID eTeam = nil, bool debug = nil)
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RouteID Plot:(TeamID eTeam = nil, bool debug = nil)
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TeamID Plot:(TeamID eTeam = nil, bool debug = nil)
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int Plot:()
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FlowDirectionID Plot:()
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FlowDirectionID Plot:()
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FlowDirectionID Plot:()
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RouteID Plot:()
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string Plot:()
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Plot:()
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int Plot:()
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Plot:()
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Plot:(int index = nil)
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int Plot:(PlayerID eOwner = nil)
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int Plot:()
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int Plot:(ImprovementID improvementID = nil, PlayerID ePlayer = nil)
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int Plot:(TeamID eTeam = nil)
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Plot:()
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Plot:()
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int Plot:()
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int Plot:()
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int Plot:(YieldID yieldID = nil)
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bool Plot:()
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Plot:()
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bool Plot:()
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bool Plot:(bool debug = nil)
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bool Plot:(TeamID eTeam = nil)
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bool Plot:(TeamID eTeam = nil)
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bool Plot:()
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bool Plot:(PlayerID ePlayer = nil, bool landOnly = nil)
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bool Plot:(TeamID eTeam = nil)
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bool Plot:(TeamID eTeam = nil, bool landOnly = nil)
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bool Plot:(Area area = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:(TeamID eTeam = nil, bool debug = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:(PlayerID eIndex = nil)
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Plot:()
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bool Plot:()
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int Plot:()
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bool Plot:()
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bool Plot:(Unit unit = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:(Unit unit = nil, bool checkImprovement = nil)
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bool Plot:(PlayerID ePlayer = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:()
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bool Plot:(PlayerID eIndex = nil)
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bool Plot:()
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bool Plot:(Area area = nil)
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Plot:()
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bool Plot:(TeamID eTeam = nil, bool debug = nil)
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bool Plot:()
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bool Plot:(TeamID eTeam = nil)
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Plot:()
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bool Plot:(DirectionID directionID = nil)
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bool Plot:(DirectionID directionID = nil)
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Plot:()
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bool Plot:(DirectionID directionID = nil)
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bool Plot:()
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bool Plot:()
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bool Plot:()
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Plot:()
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bool Plot:()
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Plot:()
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bool Plot:()
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bool Plot:(Unit unit = nil)
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bool Plot:(Unit unit = nil)
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bool Plot:(TeamID eTeam = nil, bool debug = nil)
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bool Plot:(Unit unit = nil)
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bool Plot:(PlayerID ePlayer = nil)
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bool Plot:(PlayerID ePlayer = nil)
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bool Plot:()
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Plot:()
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bool Plot:(TeamID eTeam = nil, PlayerID eIgnorePlayer = nil)
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bool Plot:()
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int Plot:(Unit unit = nil, Plot fromPlot = nil)
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Plot:(int range = nil, Unit nukeUnit = nil)
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string Plot:(int mouseX = nil, int mouseY = nil)
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Plot:()
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Plot:()
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int Plot:(TeamID eTeam = nil)
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int Plot:()
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int Plot:()
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Plot:()
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Plot:(string dummyTag = nil, string textureTag = nil)
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Plot:(string dummyTag = nil, bool show = nil)
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Plot:()
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Plot:(int newValue = nil)
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Plot:(bool b = nil)
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Plot:(ImprovementID newValueID = nil)
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Plot:(bool newValue = nil, FlowDirectionID riverDirID = nil)
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Plot:(int num = nil)
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Plot:(bool newValue = nil, FlowDirectionID riverDirID = nil)
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Plot:(PlayerID eNewValue = nil, int acquiringCityID = nil, bool checkUnits = nil, bool updateResources = nil)
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Plot:(int newValue = nil)
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Plot:(PlotTypeID newValueID = nil, bool recalculate = nil, bool rebuildGraphics = nil)
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Plot:(ResourceID newValueID = nil, int numResource = nil)
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Plot:(TeamID eTeam = nil, bool newValue = nil, bool terrainOnly = nil, TeamID eFromTeam = nil)
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Plot:(RouteID newValueID = nil)
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Plot:(string szNewValue = nil)
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Plot:(bool newValue = nil)
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Plot:(TerrainID type)
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Plot:(int newValue = nil)
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Plot:(bool newValue = nil, FlowDirectionID riverDirID = nil)
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bool Plot:(Plot plot = nil)
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Plot:()
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Plot:()
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Plot:()
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