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[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Icon_minitimeby Blake01 2024-03-27, 16:52

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[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Icon_minitimeby kiku 2024-02-19, 02:43

Poll
Global announcements should be:
Everlasting, 1 for each project.
[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar110%[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar11100%[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar110%[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Redbar12
 0% [ 0 ]
Total Votes : 6
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 [Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more

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Unknown_Hero
Mage
Mage
Unknown_Hero


Messages : 778
Quality Points : 78
Registration Date : 2015-09-06

[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Empty
PostSubject: [Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more   [Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Icon_minitime2017-03-12, 05:18

Currently, there is no way to check if a building is already built in a town.

*

HasBuildingBuiltInTown(town, building)
town: the town where to check if a building is already built.
building: the ID of the building to check (see section "Buildings").

Returns "true" if the specified building is already built in the specified town, returns "false" otherwise.

*

HasBuildingBuiltInCurrentTown(building)
building: the ID of the building to check (see section "Buildings").

Returns "true" if the specified building is already built in the current town (i.e. the town open in the town screen), returns "false" otherwise.

*

GetGuildLevelBuiltInTown(town)
town: the town where to check which level of the Mage Guild is already built.

Returns the level of the Mage Guild already built in the specified town.
- returns "-1" if there is no Mage Guild already built in the town.
- returns "0" if the level 1 of the Mage Guild is already built in the town.
- returns "1" if the level 2 of the Mage Guild is already built in the town.
- returns "2" if the level 3 of the Mage Guild is already built in the town.
- returns "3" if the level 4 of the Mage Guild is already built in the town.
- returns "4" if the level 5 of the Mage Guild is already built in the town.

*

GetGuildLevelBuiltInCurrentTown()

Returns the level of the Mage Guild already built in the current town (i.e. the town open in the town screen).
- returns "-1" if there is no Mage Guild already built in the town.
- returns "0" if the level 1 of the Mage Guild is already built in the town.
- returns "1" if the level 2 of the Mage Guild is already built in the town.
- returns "2" if the level 3 of the Mage Guild is already built in the town.
- returns "3" if the level 4 of the Mage Guild is already built in the town.
- returns "4" if the level 5 of the Mage Guild is already built in the town.
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Darmani
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Darmani


Messages : 288
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Registration Date : 2014-12-27

[Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Empty
PostSubject: Re: [Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more   [Script System][Suggestions] HasBuildingBuiltInTown(town, building) and more Icon_minitime2017-03-13, 07:35

I think we'll probably wind up making towns accessible as Lua objects.
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