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- function GetGeorge()
- if George == nil then
- for iPlayer = 0, GameDefines.MAX_CIV_PLAYERS - 1 do
- local player = Players[iPlayer];
- if player ~= nil and player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_UNITED_KINGDOM"] then
- George = player
- break
- end
- end
- end
- return George
- end
- function GreaterEurope_WarWeLoveTheKingDay ()
- if bWar then
- local George = GetGeorge()
- local BritainAtWar = false
- if George then
- if Teams[teamOne]:IsMinorCiv() or Teams[teamOne]:IsBarbarian() then return end
- if Teams[teamTwo]:IsMinorCiv() or Teams[teamTwo]:IsBarbarian() then return end
- if teamOne == George:GetTeam() then
- if Teams[teamOne]:GetAtWarCount() == 1 then
- BritainAtWar = true
- end
- elseif teamTwo == George:GetTeam() then
- if Teams[teamTwo]:GetAtWarCount() == 1 then
- BritainAtWar = true
- if BritainAtWar = true then
- for pCity in pPlayer:Cities() do
- city:SetWeLoveTheKingDayCounter () = 15
- end
- end
- end
- end
- end
- Events.WarStateChanged.Add(GreaterEurope_WarWeLoveTheKingDay)
- function GreaterEurope_WLTKDProduction ()
- if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_UNITED_KINGDOM"] then
- for pCity in pPlayer:Cities() do
- if pCity:GetWeLoveTheKingDayCounter() > 0 then
- city:SetNumRealBuilding(GameInfoTypes["BUILDING_UNITED_KINGDOM_WAR_DUMMY"], 1)
- end
- end
- end
- GameEvents.PlaterDoTurn.Add(GreaterEurope_WLTKDProduction)
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