def reqInciteFervor(caster):
pPlot = caster.plot()
pCity = pPlot.getPlotCity()
pPlayer = gc.getPlayer(caster.getOwner())
StateBelief = gc.getPlayer(pCity.getOwner()).getStateReligion()
iReligion = 0
if (StateBelief == gc.getPlayer(pCity.getOwner()).getStateReligion()):
if pCity().getOwner() == caster.getOwner():
return True
if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SCIONS'):
if pCity().getOwner() == caster.getOwner():
return True
return False
def spellInciteFervor(caster):
iOwner = caster.getOwner()
pPlayer = gc.getPlayer(iOwner)
pCiv = pPlayer.getCivilizationType()
pPlot = caster.plot()
pCity = pPlot.getPlotCity()
iScions = gc.getInfoTypeForString('CIVILIZATION_SCIONS')
iOrderp = gc.getInfoTypeForString('UNIT_DISCIPLE_THE_ORDER')
iVeilp = gc.getInfoTypeForString('UNIT_DISCIPLE_THE_ASHEN_VEIL')
iLeavesP = gc.getInfoTypeForString('UNIT_DISCIPLE_FELLOWSHIP_OF_LEAVES')
iOOP = gc.getInfoTypeForString('UNIT_DISCIPLE_OCTOPUS_OVERLORDS')
iRoKP = gc.getInfoTypeForString('UNIT_DISCIPLE_RUNES_OF_KILMORPH')
iEmpyP = gc.getInfoTypeForString('UNIT_DISCIPLE_EMPYREAN')
iLegate = gc.getInfoTypeForString('UNIT_LEGATE')
iLeaves = gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LEAVES')
iRoK = gc.getInfoTypeForString('RELIGION_RUNES_OF_KILMORPH')
iEmpy = gc.getInfoTypeForString('RELIGION_THE_EMPYREAN')
iOrder = gc.getInfoTypeForString('RELIGION_THE_ORDER')
iOO = gc.getInfoTypeForString('RELIGION_OCTOPUS_OVERLORDS')
iVeil = gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL')
StateBelief = pPlayer.getStateReligion()
if StateBelief == iLeaves:
newUnit = pPlayer.initUnit(iLeavesP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iLeavesP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iLeavesP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if StateBelief == iRoK:
newUnit = pPlayer.initUnit(iRoKP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iRoKP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iRoKP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if StateBelief == iEmpy:
newUnit = pPlayer.initUnit(iEmpyP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iEmpyP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iEmpyP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if StateBelief == iOrder:
newUnit = pPlayer.initUnit(iOrderP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iOrderP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iOrderP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if StateBelief == iOO:
newUnit = pPlayer.initUnit(iOOP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iOOP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iOOP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if StateBelief == iVeil:
newUnit = pPlayer.initUnit(iVeilP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iVeilP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iVeilP, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)
if pCiv == iScions:
newUnit = pPlayer.initUnit(iLegate, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iLegate, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit = pPlayer.initUnit(iLegate, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
pCity.changeHurryAngerTimer(3)
pCity.changePopulation(-3)