User:DonQuich

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Revision as of 15:12, 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.


AddFeatureDummyModel

Plot:AddFeatureDummyModel(string dummyTag = nil, string modelTag = nil)
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Area

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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CanHaveFeature

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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CanSeePlot

Plot:CanSeePlot()
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bool Plot:ChangeBuildProgress(BuildActionID buildID = nil, int change = nil, TeamID eTeam = nil)
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ChangeExtraMovePathCost

Plot:ChangeExtraMovePathCost(int change = nil)
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ChangeImprovementDuration

Plot:ChangeImprovementDuration(int change = nil)
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ChangeInvisibleVisibilityCount

Plot:ChangeInvisibleVisibilityCount(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil, int change = nil)
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ChangeNumResource

Plot:ChangeNumResource(int change = nil)
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ChangeOwnershipDuration

Plot:ChangeOwnershipDuration(int change = nil)
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ChangeUpgradeProgress

Plot:ChangeUpgradeProgress(int change = nil)
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ChangeVisibilityCount

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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Erase

Plot:Erase()
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GetActiveFogOfWarMode

Plot:GetActiveFogOfWarMode(<unknown>)
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int Plot:GetArea()
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GetBestDefender

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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GetContinentArtType

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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GetFeatureType

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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GetNearestLandPlot

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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GetPlotCity

Plot:GetPlotCity()
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GetPlotType

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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GetSelectedUnit

Plot:GetSelectedUnit()
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int Plot:GetTeam()
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GetTerrainType

Plot:GetTerrainType()
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GetUnit

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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GetWorkingCity

Plot:GetWorkingCity()
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GetWorkingCityOverride

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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HasBarbarianCamp

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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IsBuildRemovesFeature

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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IsResourceConnectedByImprovement

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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IsRiver

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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IsRiverCrossingFlowClockwise

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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IsRoutePillaged

Plot:IsRoutePillaged()
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bool Plot:IsStartingPlot()
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IsTradeRoute

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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IsWater

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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NukeExplosion

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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RemoveGoody

Plot:RemoveGoody()
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ResetFeatureModel

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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SetContinentArtType

Plot:SetContinentArtType()
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SetFeatureDummyTexture

Plot:SetFeatureDummyTexture(string dummyTag = nil, string textureTag = nil)
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SetFeatureDummyVisibility

Plot:SetFeatureDummyVisibility(string dummyTag = nil, bool show = nil)
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SetFeatureType

Plot:SetFeatureType()
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SetImprovementDuration

Plot:SetImprovementDuration(int newValue = nil)
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SetImprovementPillaged

Plot:SetImprovementPillaged(bool b = nil)
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SetImprovementType

Plot:SetImprovementType(ImprovementID newValueID = nil)
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SetNEOfRiver

Plot:SetNEOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)
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SetNumResource

Plot:SetNumResource(int num = nil)
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SetNWOfRiver

Plot:SetNWOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)
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SetOwner

Plot:SetOwner(PlayerID eNewValue = nil, int acquiringCityID = nil, bool checkUnits = nil, bool updateResources = nil)
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SetOwnershipDuration

Plot:SetOwnershipDuration(int newValue = nil)
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SetPlotType

Plot:SetPlotType(PlotTypeID newValueID = nil, bool recalculate = nil, bool rebuildGraphics = nil)
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SetResourceType

Plot:SetResourceType(ResourceID newValueID = nil, int numResource = nil)
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SetRevealed

Plot:SetRevealed(TeamID eTeam = nil, bool newValue = nil, bool terrainOnly = nil, TeamID eFromTeam = nil)
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SetRouteType

Plot:SetRouteType(RouteID newValueID = nil)
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SetScriptData

Plot:SetScriptData(string szNewValue = nil)
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SetStartingPlot

Plot:SetStartingPlot(bool newValue = nil)
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SetTerrainType

Plot:SetTerrainType(TerrainID type)
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SetUpgradeProgress

Plot:SetUpgradeProgress(int newValue = nil)
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SetWOfRiver

Plot:SetWOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)
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bool Plot:ShareAdjacentArea(Plot plot = nil)
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UpdateFog

Plot:UpdateFog()
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UpdateVisibility

Plot:UpdateVisibility()
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WaterArea

Plot:WaterArea()
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