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I’ve actually designed this mod with extensibility in mind, so you don’t need to integrate the scripts directly into your own mod. Instead, you can simply use this framework mod as a prerequisite (a "predecessor" or "dependency") and achieve your goals through the provided extension scripts. This way, you can call or modify the functions without having to replace or directly embed my mod files.
If you'd like, we can discuss the specifics further! Feel free to let me know what you're trying to accomplish, and I’ll be happy to help guide you through the extension process.
如果你是第一次使用这个模组,可能会遇到游戏卡在加载模组数据的情况。建议你尝试重新启动游戏。我在检查lua.log文件时没有发现任何报错信息,所以没能及时注意到这个问题。我猜测可能是因为我在Lua代码中嵌套了多个函数,导致错误没有及时报出。后续有空时,我会尽力修复这个问题。
In Lua programming, #someTable is only applicable to array-like tables (tables with sequential integer keys) and does not work for hash-like tables (tables with key-value pairs). In contrast, table.count is a universal function provided by the Civilization VI Lua API, which is applicable to tables of any type. Therefore, when dealing with hash-like tables or when the table type is uncertain, using table.count is a more accurate and reliable approach.