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#1 |
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King
Join Date: May 2011
Posts: 955
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Wiki conventions
Hello.
I may add some content to the modiki for civ5, regarding the LUA API. Currently there is no content on this topic aside of a few tutorials, so there is no homogeneity problem. Now the conventions on the wiki for civ4 and python were to use arrays. Here is an example. I think it is far less readable than the 2k wiki for example. Besides this latter convention allows us to detail some functions and provide examples, while the page summary still provides a simple and compact listing of all of the API functions. So, do I need to stick to the python convention or may I just introduce a new one for LUA?
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Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference |
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#2 |
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Say No 2 Net Validations
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I don't see a problem with using another system.
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#3 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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You can use a new one; the XML files don't follow the exact same system between civ5 and civ4 either.
One reason why everything's blank there is because I wasn't sure what exactly to include. The Lua stuff in civ5 has a different enough role from civ4's python that even listing the files wasn't an easy first step (since some are in the XML folder or something like that).
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#4 |
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King
Join Date: May 2011
Posts: 955
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Thank you for your answers.
![]() I guess I will setup a litte tool to collect infos from the 2kwiki and LUA logs, then automatically format them, in order to produce an up-to-date reference (the 2kwiki was not updated after G&K). After that I will manually edit things. Well, once I am done with my current modding session.
__________________
Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference |
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