User:DonQuich
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This page is a part of the Lua and UI Reference.
Methods
Blah blah blah.
AddFeatureDummyModel |
Plot:AddFeatureDummyModel(string dummyTag = nil, string modelTag = nil)
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Area |
Plot:Area()
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bool
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Plot:At(int x = nil, int y = nil)
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int
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Plot:CalculateBestNatureYield(YieldID yieldID = nil, TeamID eTeam = nil)
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int
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Plot:CalculateImprovementYieldChange(ImprovementID improvementID = nil, YieldID yieldID = nil, PlayerID ePlayer = nil, bool optimal = nil, RouteID assumeThisRouteID = nil)
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int
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Plot:CalculateNatureYield(YieldID yieldID = nil, TeamID eTeam = nil, bool ignoreFeature = nil)
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int
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Plot:CalculateTotalBestNatureYield(TeamID eTeam = nil)
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int
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Plot:CalculateYield(YieldID yieldID = nil, bool display = nil)
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bool
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Plot:CanBuild(BuildActionID buildID = nil, PlayerID ePlayer = nil, bool testVisible = nil)
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CanHaveFeature |
Plot:CanHaveFeature()
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bool
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Plot:CanHaveImprovement(ImprovementID improvementID = nil, TeamID eTeam = nil, bool potential = nil)
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bool
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Plot:CanHaveResource(ResourceID resourceID = nil, bool ignoreLatitude = nil)
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CanSeePlot |
Plot:CanSeePlot()
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bool
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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
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Plot:CountNumAirUnits(TeamID ePlayer = nil)
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int
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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
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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
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Plot:GetBuildProgress(BuildActionID buildID = nil)
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int
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Plot:GetBuildTime(BuildActionID buildID = nil)
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int
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Plot:GetBuildTurnsLeft(BuildActionID buildID = nil, int nowExtra = nil, int thenExtra = nil)
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int
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Plot:GetBuildTurnsTotal(BuildActionID buildID = nil)
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int
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Plot:GetCityRadiusCount()
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GetContinentArtType |
Plot:GetContinentArtType()
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int
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Plot:GetExtraMovePathCost()
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int
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Plot:GetFeatureProduction(BuildActionID buildID = nil, TeamID eTeam = nil, City city = nil)
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GetFeatureType |
Plot:GetFeatureType()
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int
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Plot:GetFeatureVariety()
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int
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Plot:GetFoundValue(PlayerID eIndex = nil)
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int
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Plot:GetImprovementDuration()
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ImprovementID
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Plot:GetImprovementType()
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Plot
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Plot:GetInlandCorner()
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int
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Plot:GetInvisibleVisibilityCount(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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int
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Plot:GetLatitude()
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int
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Plot:GetNearestLandArea()
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GetNearestLandPlot |
Plot:GetNearestLandPlot()
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ResourceID
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Plot:GetNonObsoleteResourceType(TeamID eTeam = nil)
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int
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Plot:GetNumDefenders(PlayerID ePlayer = nil)
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int
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Plot:GetNumFriendlyUnitsOfType(Unit unit = nil)
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int
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Plot:GetNumResource()
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int
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Plot:GetNumUnits()
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int
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Plot:GetNumVisibleEnemyDefenders(Unit unit = nil)
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int
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Plot:GetNumVisiblePotentialEnemyDefenders(Unit unit = nil)
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PlayerID
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Plot:GetOwner()
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int
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Plot:GetOwnershipDuration()
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int
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Plot:GetPlayerCityRadiusCount(PlayerID eIndex = nil)
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GetPlotCity |
Plot:GetPlotCity()
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GetPlotType |
Plot:GetPlotType()
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int
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Plot:GetReconCount()
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ResourceID
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Plot:GetResourceType(TeamID eTeam = nil)
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ImprovementID
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Plot:GetRevealedImprovementType(TeamID eTeam = nil, bool debug = nil)
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PlayerID
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Plot:GetRevealedOwner(TeamID eTeam = nil, bool debug = nil)
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RouteID
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Plot:GetRevealedRouteType(TeamID eTeam = nil, bool debug = nil)
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TeamID
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Plot:GetRevealedTeam(TeamID eTeam = nil, bool debug = nil)
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int
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Plot:GetRiverCrossingCount()
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FlowDirectionID
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Plot:GetRiverEFlowDirection()
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FlowDirectionID
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Plot:GetRiverSEFlowDirection()
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FlowDirectionID
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Plot:GetRiverSWFlowDirection()
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RouteID
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Plot:GetRouteType()
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string
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Plot:GetScriptData()
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GetSelectedUnit |
Plot:GetSelectedUnit()
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int
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Plot:GetTeam()
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GetTerrainType |
Plot:GetTerrainType()
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GetUnit |
Plot:GetUnit(int index = nil)
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int
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Plot:GetUnitPower(PlayerID eOwner = nil)
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int
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Plot:GetUpgradeProgress()
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int
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Plot:GetUpgradeTimeLeft(ImprovementID improvementID = nil, PlayerID ePlayer = nil)
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int
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Plot:GetVisibilityCount(TeamID eTeam = nil)
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GetWorkingCity |
Plot:GetWorkingCity()
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GetWorkingCityOverride |
Plot:GetWorkingCityOverride()
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int
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Plot:GetX()
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int
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Plot:GetY()
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int
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Plot:GetYield(YieldID yieldID = nil)
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bool
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Plot:GetYieldWithBuild()
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HasBarbarianCamp |
Plot:HasBarbarianCamp()
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bool
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Plot:HasYield()
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bool
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Plot:IsActiveVisible(bool debug = nil)
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bool
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Plot:IsAdjacentNonrevealed(TeamID eTeam = nil)
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bool
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Plot:IsAdjacentNonvisible(TeamID eTeam = nil)
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bool
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Plot:IsAdjacentOwned()
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bool
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Plot:IsAdjacentPlayer(PlayerID ePlayer = nil, bool landOnly = nil)
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bool
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Plot:IsAdjacentRevealed(TeamID eTeam = nil)
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bool
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Plot:IsAdjacentTeam(TeamID eTeam = nil, bool landOnly = nil)
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bool
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Plot:IsAdjacentToArea(Area area = nil)
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bool
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Plot:IsAdjacentToLand()
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bool
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Plot:IsAdjacentToShallowWater()
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bool
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Plot:IsAdjacentVisible(TeamID eTeam = nil, bool debug = nil)
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bool
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Plot:IsBarbarian()
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bool
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Plot:IsBeingWorked()
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bool
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Plot:IsBestAdjacentFound(PlayerID eIndex = nil)
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IsBuildRemovesFeature |
Plot:IsBuildRemovesFeature()
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bool
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Plot:IsCity()
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int
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Plot:IsCityRadius()
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bool
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Plot:IsCoastalLand()
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bool
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Plot:IsEnemyCity(Unit unit = nil)
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bool
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Plot:IsFighting()
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bool
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Plot:IsFlatlands()
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bool
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Plot:IsFreshWater()
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bool
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Plot:IsFriendlyCity(Unit unit = nil, bool checkImprovement = nil)
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bool
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Plot:IsFriendlyTerritory(PlayerID ePlayer = nil)
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bool
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Plot:IsGoody()
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bool
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Plot:IsHills()
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bool
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Plot:IsImpassable()
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bool
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Plot:IsImprovementPillaged()
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bool
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Plot:IsInvisibleVisible(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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bool
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Plot:IsLake()
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bool
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Plot:IsMountain()
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bool
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Plot:IsNEOfRiver()
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bool
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Plot:IsNone()
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bool
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Plot:IsNWOfRiver()
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bool
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Plot:IsOpenGround()
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bool
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Plot:IsOwned()
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bool
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Plot:IsOwnershipScore()
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bool
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Plot:IsPlayerCityRadius(PlayerID eIndex = nil)
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bool
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Plot:IsPotentialCityWork()
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bool
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Plot:IsPotentialCityWorkForArea(Area area = nil)
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IsResourceConnectedByImprovement |
Plot:IsResourceConnectedByImprovement()
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bool
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Plot:IsRevealed(TeamID eTeam = nil, bool debug = nil)
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bool
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Plot:IsRevealedBarbarian()
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bool
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Plot:IsRevealedGoody(TeamID eTeam = nil)
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IsRiver |
Plot:IsRiver()
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bool
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Plot:IsRiverConnection(DirectionID directionID = nil)
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bool
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Plot:IsRiverCrossing(DirectionID directionID = nil)
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IsRiverCrossingFlowClockwise |
Plot:IsRiverCrossingFlowClockwise()
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bool
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Plot:IsRiverCrossingToPlot(DirectionID directionID = nil)
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bool
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Plot:IsRiverSide()
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bool
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Plot:IsRoughGround()
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bool
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Plot:IsRoute()
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IsRoutePillaged |
Plot:IsRoutePillaged()
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bool
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Plot:IsStartingPlot()
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IsTradeRoute |
Plot:IsTradeRoute()
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bool
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Plot:IsUnit()
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bool
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Plot:IsValidDomainForAction(Unit unit = nil)
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bool
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Plot:IsValidDomainForLocation(Unit unit = nil)
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bool
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Plot:IsVisible(TeamID eTeam = nil, bool debug = nil)
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bool
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Plot:IsVisibleEnemyDefender(Unit unit = nil)
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bool
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Plot:IsVisibleEnemyUnit(PlayerID ePlayer = nil)
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bool
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Plot:IsVisibleOtherUnit(PlayerID ePlayer = nil)
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bool
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Plot:IsVisibleToWatchingHuman()
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IsWater |
Plot:IsWater()
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bool
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Plot:IsWithinTeamCityRadius(TeamID eTeam = nil, PlayerID eIgnorePlayer = nil)
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bool
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Plot:IsWOfRiver()
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int
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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
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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
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Plot:SeeFromLevel(TeamID eTeam = nil)
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int
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Plot:SeeThroughLevel()
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int
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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
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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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